Who is Arthur Fink?

8/20/99


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Table of Contents

PPT Slide

Who is Arthur Fink?

About this talk

A character screen is laid out

What could be done differently?

Character Mode Interaction

Character mode interaction

PPT Slide

Why character mode?

Why not?

Characteristics of a GUI (Graphic User Interface)

What’s Better About GUI?

What are we seeking?

What are we seeking? (continued)

Will one interface suffice?

Character apps run under GUI

Or, go with “real” GUI

Using Smart Objects (tabs, etc)

Using Smart Objects (tabs, etc)

Using Smart Objects (tabs, etc)

Using Smart Objects (tabs, etc)

Portability between screen sizes

The Progress GUI Environment

The user interface builder (UIB)

Should I use the UIB?

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

An Object Vocabulary

Using VBX’s or Active-X’s

Refining the Interface

Default buttons

Dimming inactive objects

Metaphors

Are metaphors helpful? Do they...

What’s wrong with metaphors?

Icons

Color

Color (continued)

Fonts ... for maximum readability Fonts ... for maximum readability Fonts ... for maximum readability Fonts ... for maximum readability

Please don’t show off ...

Even though some vendors do

A GUI must be designed ...

Three common design paradigms

Which model to follow?

Thinking of the user

Limited “span of focus”

Visual memory is limited

Visual memory is limited

Use easily recognized symbols

Do these icons make sense?

Recognition is easier than recall

The mouse can be a time-waster

Progressive disclosure (start simple)

“Design for good affordances” Jarad Spool (User Interface Engineering)

Affordances

Modality

Modality (continued)

Focus

Use a formal design process

Suggestions

Design 1: Clarify user tasks

Design 2: Identify GUI Objects

Design 3: Work out flow

Design by “story-boarding” (technique used for TV commercials)

Design 4: Test, and revise

Paper prototyping (as described by Jarad Spool)

Goals of paper prototyping, and of later testing

Rapid screen development (using the UIB)

Small changes can be important

Guidelines from Microsoft (“The Windows Interface”, Microsoft Press)

User control

Directness

Consistency

Forgiveness

Feedback

Clarity

Aesthetics

Error messages

Human strengths and limitations

For disabled users

The art of GUI interface design