} A new user interface model ◦ suggests how to make software applications simpler by breaking features into screens or pages that are easy to explain and understand. } Tests show that users may find things more easily } Many applications leaves it to the user to deduce the page's purpose and how to use the controls to accomplish that purpose
} Software is hard to use
} Users don't seem to construct an adequate mental model of the product. } Even many long-time users never master common procedures. } Users must work hard to figure out each feature or screen.
} General strategy for making software products … ◦ self-evident ◦ self-explanatory
} What do I do? } How do I know when I’m done?
} Induce: to lead or move by influence or persuasion. } An extension of the common Web-style interface } Good web design means ◦ focusing on a single task per page and ◦ providing navigation forward and backward through pages.
} A wel -designed inductive interface helps users answer two fundamental questions they face when looking at a screen: • What am I supposed to do now? • Where do I go from here to accomplish my next task? • How? Have a purpose • One purpose • Clear • Explicit
1. Focus each screen on a single task. 2. State the task. 3. Make the screen's contents suit the task. 4. Offer links to secondary tasks.
} The screen's primary task. } Described in their own words. } Example: ◦ "Select the bil you want to pay" J ◦ "Review the performance of your investments." L
} Each screen's title = The task } This can be a direct instruction ... ◦ "Select the account you want to balance" } or a question you want the user to answer ◦ "Which account do you want to balance?"
} Imagine a friend asking, "What is this screen for?" } Then come up with a clear, helpful response that completes the sentence "This is the screen where you …." } The words that complete the sentence become the screen title.
} Users should be able to easily figure out how to achieve the screen's primary task. ◦ When users are told to select an account, and they can look on the screen to find a list of accounts, they confirm their understanding of the task. } This increases the chance that users wil be successful, which also increases their confidence in performing other tasks.
} Related tasks } Lets the user ignore the computer's present question and ask the computer to do something else instead. } In case he took a wrong turn somewhere. } Example: ◦ Computer: "Which bil do you want to pay?" ◦ User: "Actual y, what I real y want to do is find a bil that I paid a while back."
• Use consistent screen templates. • Provide screens for starting tasks. • Make it obvious how to carry out the task with the controls on the screen. • Provide an easy way to complete a task and start a new one. • Make the next navigational step obvious.
} Primary assistance } Secondary assistance
} Not perfect, but much more user-friendly than deductive UIs. } Maybe better for noobs. } Not as good for experienced users.