CS 580 Client-Server Programming
Fall Semester, 2002
Lecture Notes Index
© 2002, All Rights Reserved, SDSU & Roger Whitney
San Diego State University -- This page last updated 12-Sep-02
Marc. Interface Design When You Don't Know How, Communications of the ACM, Jan.
1992, Vol. 35, No. 1, pp. 29-34
Marc. Prototyping for Tiny Fingers, Communications of the ACM, April. 1994,
Vol. 37, No. 4, pp. 21-27
Interface Design for Programmers, Joel Spolsky, 2001
of Everyday Things, Donald Norman, 1990
is a printed longer version of the book. The on-line version is free and will
get you started.
is an excellent book, is entertaining and only costs $16. Anyone that designs
or builds anything has to read this book.
books do not cover the mechanics building a GUI. They do not cover which fonts
and colors to use. They just get you started thinking about the really
important questions related to GUI design.
Clients & Servers
to get work done
when they help people get work done
do not care about the client-server protocol
expose the user to the client-server protocol
Design When You Don't Know How
Rule for Good Visual Design
a graphic/GUI designer
Rule for Almost Everything Else
follow established standards
major interfaces have published detailed standards for user interface design
Interface Standards Manual
standards manual for the project
should address the following:
symbols are there?
do they relate to each other?
do they relate to the things they represent?
do they relate to the user?
the waterfall life cycle in favor of iterative design
user testing early and often
on the users' needs and involve them in the process
up with good, testable usability goals
a graphic designer
a short time limit (4 weeks) on the planning process
the direction for the work
open problems that need to be researched
plan for next four months
series of tasks, each no longer than two weeks
for user testing
of Iterative Process
with Software Prototypes
Prototypes take too long to build and change
tend to comment on "fit and finish" issues
comments on selection of colors, fonts and buttons
spend time on colors, fonts and buttons
Prototypes set false expectations
bug in a software prototype can halt a test
or Paper Prototypes
enough to endure repeated testing and revisions
as construction material
clear, colored, double-backed, etc.
pens and pencils
and thick markers
X-acto knives, straightedges, Band-Aids
A Paper Prototype
a short deadline
prototype will be done by 4:00 this afternoon
at 9:30 we will demo the prototype
get a first pass on all aspects of the prototype
will be "wrong" so don't spend weeks on it
Models, not illustrations
the parts of your prototype so they can be used
parts need to move around
will use the model, must see the changes
early models don't be picky - get ideas down
models can look "professional"
for a Test
the demographics of your users
tasks involved in their job
use "surrogate users"
with same demographics of your users
are cheap available labor
wish to avoid actual customers, employees, friends, and family
should represent the whole range of users
at least one in-house test with surrogates and one field test with typical end
takes four people to get the most out of a test
users at ease
often worry about:
finding out how they did
the question correctly
users fill out forms - experience profile
user hand written tasks to perform
the user to express their thoughts
the user's thought during the tests
sure test runs on time
the model in response to users "actions"
observation per index card
tape the test
starting the test, explain the process to the user
the user after the test
the test, don't:
gape, gasp, or say "a-ha"
display any reaction to the user's actions
through all the notes taken during the tests
post-it notes to put comments on components of prototype that need change
Copyright ©, All rights reserved.
2002 SDSU & Roger Whitney, 5500 Campanile Drive, San Diego, CA 92182-7700 USA.
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