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REVISION ((Distinguishable objects, The user needs to be able to…
REVISION
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The user needs to be able to distinguish the di erence between each part of the user interface. It can speed up their interaction if they know which areas require them to read something and which areas require them to carry out an action. For example, if the user sees https://www.pearson.com/uk/ then they distinguish that this is a hyperlink that, if selected, will take them to a di erent location. For example, here is the design for a table booking screen for a restaurant.
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Think of an app, website or program that you have used that has run slowly. How did it make you feel?
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Use this form to enter the customer booking requirements. When complete, click Book Table to confirm the booking.
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Figure 1.20: Think of a user interface you have used. What design features were used to make it easy for you to identify the di erent objects in the interface?
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A default value, also known as a predetermined value, is something that is already on the user interface before the user opens it. If an option is popular, then it can be automatically completed to save the user from having to enter it. For example, Figure 1.15 shows a gym membership form for a gym in Liverpool. Most people who use the gym are from Liverpool and therefore the town, county and country have already been completed.
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Another method of making sure your user interface is intuitive is ensuring that each screen has a consistent design.
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Autofill
Autofill is when some parts of the user interface are automatically completed with an individual’s details that have been previously used and stored on a browser. This tool is usually used on form-based interfaces to reduce the amount of text a user has to enter. Using autofill also increases the accuracy of the text because as the user is typing less text, they are less likely to make mistakes.
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While users are completing tasks on a user interface, it is not uncommon for them to make mistakes and want to reverse or change something they have done earlier. User interfaces should be designed in a way that will allow users to return to actions they have already completed to make changes. For example, when ordering a product online, before confirming your order, you may wish to return to the ‘dispatch address’ page to change your delivery address or you may want to return to the ‘items’ page to delete an item in your electronic shopping basket.
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User interfaces should contain enough help to allow the user to successfully complete tasks. However, novice and occasional users may require more support. Therefore, user interfaces should contain a help feature. This can usually be accessed by pressing a button or selecting it from a menu option.
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how you will be assessed
Now that you have studied all topics in Learning aim A, you will need to show that you understand how die rent types of user interfaces meet a range of die rent design principles and be able to give relevant examples. You also need to show that you understand how die rent types of user interface meet a range of die rent user needs and be able to give relevant examples. You will be expected to produce a written report using screenshots of die rent user interfaces. You should be able to describe how two die rent types of interface meet a range of specific user needs and design principles. Try the following tasks to help you build the skills and knowledge you will need to complete your assignment.
A ASSESSMENT ACTIVITY 2 LEARNING AIM Assessment of user needs Complete the following for each of your chosen user interfaces in Assessment activity 1.
■ Describe how intuitive the user interface is and how it could be developed further to better meet the needs of users.
■ Assess to what extent they support users with di erent accessibility needs, skill levels and demographics.
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Assess to what extent they match user perceptions and the methods that are used to keep the user’s attention.
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■ Give clear reasons why the alternative type of user interface would better meet the user needs. Your evidence can be in the form of screenshots of your chosen user interfaces, with annotations to show the di erent features that meet specific user needs. You may want to provide text that goes into more depth to justify your reasons.
■ assess how the di erent design principles improve the e ectiveness of the user interface for its users
labels
Labels
Do not automatically assume that the user will know what every part of a user interface is or how to use it. Labels should be placed next to di erent items to tell the user what they are. They should be short and limited to one or two words. Long labels can clutter the screen and increase the amount of reading the user must do. Figure 1.15 gives an example of how labels can be used on a forms interface.
Grab attention
● Animations – these are moving images that could be for decorative purposes to improve the look of the screen, to indicate movement from one area of the site to another, or to show the user how to complete a task.
● Sound – these are sounds that are played when you are interacting with the user interface. This could be the shutter sound on a camera, or a round of applause in a gaming app.
● Flashing graphics – these are pictures or graphics that flash on the screen. They can be used to help the user. For example, if the user interface has been updated, then flashing graphics can be used to highlight what has changed.
● Pop-up messages – these are messages that appear on the screen to inform the user of something. They are o en used to warn the user when an error has occurred.
Sometimes, you need to grab the user’s attention. For example, the user needs to be warned if they have made an error when typing into a form. The following methods can be used to grab attention.
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Tip text
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Tip text gives the user a ‘tip’ or guidance on what something is. It is o en used on buttons to tell the user what the button is called or to tell them what action the button will do. Tip text can be used to give less experienced users guidance without cluttering the screen. Even more experienced users may make use of tip text occasionally if they are using a tool they have not used before.
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Sometimes, you need to grab the user’s attention. For example, the user needs to be warned if they have made an error when typing into a form. The following methods can be used to grab attention.
● Pop-up messages – these are messages that appear on the screen to inform the user of something. They are o en used to warn the user when an error has occurred.
● Flashing graphics – these are pictures or graphics that flash on the screen. They can be used to help the user. For example, if the user interface has been updated, then flashing graphics can be used to highlight what has changed.
● Sound – these are sounds that are played when you are interacting with the user interface. This could be the shutter sound on a camera, or a round of applause in a gaming app.
● Animations – these are moving images that could be for decorative purposes to improve the look of the screen, to indicate movement from one area of the site to another, or to show the user how to complete a task.
Uncluttered screens
The amount of information and tools on the screen needs to be carefully considered. If there is too much information, the user will have to read more, which may slow them down. However, if there is not enough information, the user may not know what to do, which can also slow them down. Some users are put o as soon as they see lots of text. Having too many items on the screen can make it harder for the user to focus.
Easy reversal of actions
We all know how frustrating it can be when we make a mistake and are unable to correct it. User interfaces should be designed in a way that will allow users to return to earlier tasks that they have already completed to make changes or fix errors.
Informative feedback
It is helpful to allow a user interface to give feedback so the user can see if their interactions are successful. It will give novice and occasional users more confidence to know they are completing tasks correctly. For example, a screen pop-up saying: ‘Thank you for your order’ would confirm the user’s intention to purchase or order was completed. You will also need to consider when to give the feedback and how much. Too much feedback would slow a process down. When you give the user feedback, you should ensure it is informative. It needs to be short, clear and specific.