Out of the Box: Approaches to Good initial Interface Designs

Publisher Summary It seems likely that devotion to any single approach to initial user interface (UI) design would not produce as good designs as the use of multiple approaches. The discussion in this chapter indicates that training in creativity, analogical reasoning, rational thinking, and/or the principles of perception and cognition can increase skill in these areas. Accordingly, companies might invest in training to improve the design of initial interfaces. Alternatively, companies could hire people who already had acquired the appropriate skills for initial design. To identify those people, companies would still have to invest in some means of identifying people with the skills. Current interview techniques at many companies may not be effective in identifying the best designers. Developing valid instruments for selecting employees who have skills in creative design, analogical design, rational design, and/or the application of cognitive and perceptual principles will also require a substantial investment. The difference in cost between the training approach and the selection approach may be that developing and implementing an effective training system will have both a high initial cost and a relatively high continuing cost, whereas the bulk of the cost for selection would be upfront for the development of selection instruments. A third approach is to continue with the current system in which most training is done at universities before a designer is hired, and selection is based on factors that may or may not correlate with design skill. Of the three approaches, this approach has a low cost but also has the lowest chance of producing good initial designs.

[1]  Randolph G. Bias,et al.  Cost-justifying usability , 2005 .

[2]  Stephen K. Reed,et al.  Book reviewIntelligence, information processing, and analogical reasoning: by Robert J. Sternberg. Hillsdale, New Jersey: Lawrence Erlbaum Associates, 1977. xi + 348 pp. $19.95 , 1977 .

[3]  John F. Feldhusen,et al.  Assessing and Accessing Creativity: An Integrative Review of Theory, Research, and Development , 1995 .

[4]  Deborah J. Mayhew,et al.  Principles and Guidelines in Software User Interface Design , 1991 .

[5]  Terry Winograd,et al.  Understanding computers and cognition - a new foundation for design , 1987 .

[6]  E. Hoffmann,et al.  Geometrical conditions for ballistic and visually controlled movements. , 1988, Ergonomics.

[7]  Karen Donoghue,et al.  Built for Use: Driving Profitability Through the User Experience , 2002 .

[8]  Karen Holtzblatt,et al.  Contextual design , 1997, INTR.

[9]  Gary Klein,et al.  Sources of Power: How People Make Decisions , 2017 .

[10]  A. Tversky,et al.  Choices, Values, and Frames , 2000 .

[11]  Douglas J. Gillan,et al.  How should Fitts' Law be applied to human-computer interaction? , 1992 .

[12]  Clayton Lewis,et al.  Designing for usability—key principles and what designers think , 1983, CHI '83.

[13]  David Lorge Parnas,et al.  A rational design process: How and why to fake it , 1986, IEEE Transactions on Software Engineering.

[14]  I. Pollack,et al.  Intelligibility of excerpts from fluent speech: Auditory vs , 1964 .

[15]  P. Fitts The information capacity of the human motor system in controlling the amplitude of movement. , 1954, Journal of experimental psychology.

[16]  Allen Newell,et al.  The psychology of human-computer interaction , 1983 .

[17]  Andrew Dillon,et al.  Reading from paper versus screens: a critical review of the empirical literature , 1992 .

[18]  Thomas T. Hewett Cognitive factors in design: basic phenomena in human memory and problem solving , 1995, CHI '95.

[19]  Gregg Skip Bailey,et al.  Iterative methodology and designer training in human-computer interface design , 1993, INTERCHI.

[20]  Jakob Nielsen,et al.  Usability engineering , 1997, The Computer Science and Engineering Handbook.

[21]  A. Cropley Creativity in Education and Learning: A Guide for Teachers and Educators , 2001 .

[22]  Joel Spolsky,et al.  User Interface Design for Programmers , 2001, Apress.

[23]  G. A. Miller THE PSYCHOLOGICAL REVIEW THE MAGICAL NUMBER SEVEN, PLUS OR MINUS TWO: SOME LIMITS ON OUR CAPACITY FOR PROCESSING INFORMATION 1 , 1956 .

[24]  R. Mayer Thinking, Problem Solving, Cognition , 1983 .

[25]  K. Duncker,et al.  On problem-solving , 1945 .

[26]  Cathleen Wharton,et al.  Cognitive Walkthroughs: A Method for Theory-Based Evaluation of User Interfaces , 1992, Int. J. Man Mach. Stud..

[27]  Barry W. Boehm,et al.  A spiral model of software development and enhancement , 1986, Computer.

[28]  R A Abrams,et al.  Optimality in human motor performance: ideal control of rapid aimed movements. , 1988, Psychological review.

[29]  H. Simon,et al.  Models of Thought , 1979 .

[30]  H. McGurk,et al.  Hearing lips and seeing voices , 1976, Nature.

[31]  Douglas J. Gillan,et al.  Reasoning in the Chimpanzee: I. Analogical Reasoning , 1981 .

[32]  Neff Walker,et al.  A comparison of selection time from walking and pull-down menus , 1990, CHI '90.