Course: GUI, webdesign, psychology and human efficiency  

Theoretical basis Practical basis Program Method Participants Aims History of course Trainer When and where contact. Towards perfect interfaces and webpages, using psychology of movement, perception, language, learning and thinking. Experience, usable, design, intuitive, look and feel, marketing, personal opinions and technology are put aside for one moment. Concrete requirements, direct application using 470 simple and known interfaces, evaluation of common sense and ... opinions and interfaces of participants.

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     In general interface design is a rather practical profession. "Just tell me what to do." Guidelines, norms and standards are tools frequently asked for. Real experts know that that will not work. Many problems have been solved using common sense and trial and error. But you cannot find a cure for a serious disease using common sense and trial and error. For interface design it was proved in 'Why designers can't understand their users'. Why designers can't understand their users, developing a systematic approach using cognitive psychology, usability



Practical basis Can a training based on science be practical? Yes, it can. A theory is valide only when you can test it. Usually that is done using 'test items' for experiments. However, you also can make theory concrete using requirements and design solutions. Secondly, hundreds of interfaces are shown that traigthfrowardly are compatible or incompatible with the theory.
  • Many interfaces are from projects Human Efficiency participated.
  • One will known example is Netherlands Railways train ticket vending machine. This is a typical Human Efficiency interface, perfect for expert users and passengers of 92 years of age as well.
  • Windows and Office provide many examples of course. There are few Mac examples. Of course, Mac’s design and technology is better. The interface is much more practical. But the Mac uses traditional concepts as a desktop, menus and tabs as well. Most participants use Windows.


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  • Some interfaces were specially designed for this training. These examples are pure; they show the application of psychology without taking into account other considerations. It takes a few seconds to understand the principles.
  • Other examples are designs of participants, of course.



  • Program The total program would take four days. Fortunately two day will do to pick up the general idea. The interfaces and ics brought forward by the participant determine which parts of the total program will be selected.
     


     


    Input design and psychology of movement

     
  • Reduce input: selection of options versus entry of commands, size of buttons (not standards for minimal sizes but how to use size, flexibility of size),
  • Reduce finger travel time: multiple clicks, anti-RSI, entry of numbers, subsequent positions of buttons, keyboard – pointing device switches.
  •     
  • How to arrange (screen) buttons: ‘Why you should never use alphabetical arrangements’, invisible structures for fingers versus visible structures for eyes and brains, ‘Why there is no need to put the ‘OK’ button on a standard position.
  • Evolution: ‘Why voice input can not solve the interface input problem.’, ‘From rigid database entry towards …’
  •  


     


    Screen design and psychology of perception

     
  • Perceptual properties of interface design elements: some physiological data on perception of size, form (icons, fonts, the presentation of a date, codes and numbers), luminance, colour (when to use which colour, colour for control of attention), contrast and dynamics. Application with interfaces compatible with this knowledge and, of course interfaces not compatible.
  • Reduce eye travel time: ‘Where to position information’, ‘Why eye tracking research is not relevant to design’, ‘How to control eye movements’, ‘Why there is no need to start at the upper left hand corner’,  ‘How to present complex information in such a way that perception time is 233 milliseconds’.
  •     
  • Reduce screen crowdedness: ‘Crowdedness is not the amount of information on the screen but …’, ‘A screen is ‘quiet’ when …’.
  • How to arrange information on screens: tests for visual structure, design of a line (alignment, tabs), the presentation of lists (horizontal, vertical, words or icons), visual structures (one dimensional, two dimensional, three dimensional, frames), ‘Why you never should use conventional tabs’.
  • Evolution: ‘From direct views in databases using rigid consistent squares on screens towards …’.
  •  


     


    Text design

     
  • How to reduce the number of words (the use of synonyms, homogeneous wording, and plurals).
  • How to identify incomprehensible words (incorrect terminology, homonyms, jargon, terms describing form versus terms describing content, affirmative wording, and specific wording.

  •     
  • How to arrange words in interfaces (risks of one word sentences, verbs and nouns), order of words, punctuation, and design of icon language.
  • Evolution: not voice input but restricted artificial language and application independent interfaces.
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    Help design and psychology of learning

     
  • Reduce memory load: ‘Which letter for a shortcut when two options start with the same letter?’, ‘How to reduce short term memory load’, ‘How to deal with passwords’. ‘Why ‘Are you sure’ certainly is wrong and the only and best solution for that problem’, fourteen requirements for the hourglass interface.
  • Reduce learning: ‘Why common help (tips, faq, wizards, help, assistants) can’t help.’ Learning psychological requirements for help and how the interface looks.
  •     
  • How to arrange information for learning: Why guidelines, norms, standards and consistency do not work. Which consistencies imposed by technology we are so used to that we do not notice them anymore. When does consistency work.
  • Evolution: From training how to press a button towards becoming an expert without noticing that.
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    Interface concepts and psychology of thinking

     
  • Reduce mental load: How to reduced mental load? ‘Let the computer do the computing’ does not go without saying at all. What design decisions should be made by the user and not by the interface designer?
  • Reduce thinking: Why you never should use a metaphor in the interface (e.g. window, desk, bar, assistant, menu, tabs, waste basket, etc). What you should do when designing for abstract contents. Virtual reality versus cognitive reality.


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  • How to arrange information for thinking: Why is a menu incompatible with the ways human think? What are the solutions for the navigation problem? How do they look on a screen?
  • Evolution: The turbo function human thinking is changing from a slave now to the master of a turbo tool computer in the future.



  • Method The program mentioned above is used when there is no input from participants. A disadvantage of taking the input of the participants is that at first sight the program becomes chaotic. However, from the participants point of view, choatic it will be any way. Psychology as starting point is unusual and therefor, for most participants chaotic. In addition, learning is changing into a new situations, and one has to get used to the new situation. There is a very strong and reliable compass. There are five main roads only: human movement, perception, language, memory and thinking.

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         A topic starts with an introduction (common knowledge, anecdote, a problem an attendee brings in). Psychological knowledge relevant to that ic is presented briefly. A short experiment with the attendees as subjects, may be performed. Then application using e.g. Windows, Office, design practice of the author and, preferably designs of the attendees.



    Participants Psychological knowledge presented is not complicated. The most important requirement is open mindedness and a need for insight. All knowledge is immediately applied in concrete examples showing “how to” and “how not to”. Design aesthetics is important in design, however this course and many of the examples presented are “designless”.

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         These requirements for attendees are more important than their background or roles in the design process.



    Aims The main goal of the course is to provide the attendees with psychological information and methodology they can use in creating and evaluating design solutions. The problem is not the complexity of this knowledge but open-mindedness for this unusual approach.

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         The approach is not learning to apply guidelines but insight to estimate the psychological benefits and costs.



    History of the training In the eighties the course focussed on MS-DOS designs, in the nineties the focus changed to Windows and GUI and from 2000 internet applications were included.

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         More than hundred courses have been given now, most of them in the Netherlands and Belgium (VIK) and some in other countries including Germany (Interact), UK and the USA (Software Quality).



    Trainer The trainer is Leonard Verhoef


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        He developped from a psychologist investigating human thinking to a psychological designer of ultimate interfaces for computers, devices that are used now and that will be used in the future.



    When and where? In the Netherland the training is given once each three months.
    Outside the Netherlands the course is given incompany or in cooperation with local institutes. In most cases a two days format is choosen.

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    Not only a course:

    Articles: interface and web. Book: Why designers can't understand their users. Consultancy. Course: GUI, webdesign, psychologie and human efficiency. Scan: Why users do not understand your interface.



    Not only GUI and web:

    Interface & web: how to arrive at usability, userfriendlyness, etc. using cognitive psychology
    Public transport: sign posting, (electronic) ticket vending, dynamic indocators
    In Dutch. Future systems: how to organize our lifes in a technical future.
    High speed train control by drivers, ETCS MMI
     



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    Contact



    cognitive psychology, interface design, mmi, userfriendlyness, usability, web page design
    Leonard Verhoef.
    +31 (30) - 231 44 97
    Parkstraat 19
    3581 PB Utrecht
    Nederland

    humanefficiency.nl
    verhoef@humanefficiency.nl

    Chamber of commerce, trade register, subscription number: 39057871.     

    Interfaces that
    might be discussed.


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    Complex data

    complex process presentation
    Upper right red,
    Disaster occured!

    complex process presentation

    All ok.

    complex process presentation
    Upper right yellow low,
    take care!

    complex process presentation
    Upper right yellow high,
    take care!
    Source: Verhoef Holslag,
    2010.

    leerroute beheers systeem
    Source: LBS/Holslag Verhoef.


    Sourrce: Holslag Verhoef

    How much information
    can be in one of these
    smiley?

    Source: Verhoef Holslag,
    2010.


    Design of tables


    Graphics for aesthetics,
    OECD house style.
    Source: OECD quarterly
    growth table.
    http://stats.oecd.org/Index.aspx


    No graphics, data only.
    Same data as previous table.


    Same data as previous
    table.
    Graphics for content.
    OECD, adapted by Verhoef for demo.


    Design of scales







    One variable,
    six parameters,
    233 milliseconds
    perception time.


    An effective problem solving
    tool.
    Source: Holslag & Verhoef.


    Portrait or landscape?

    train traffic control information portrait orientation
    What is better for a train traffic
    controler?
  • portrait ...
  • train traffic control information landscape orientation

  • ...landscape?
  • Source: Holslag & Verhoef.

    What is better for car driving?
    tom tom autonavigatie scherm
  • ... realistic landscape?
    Source: Tom Tom, 2010.


  • auto route reisplanner reizen
  • alphanumerical portrait ...?

  • Source: Verhoef, 2010.
    etcs ermts mmi dmi planning
  • abstract portrait ...?
  • Source: ETCS/Verhoef.

    Train traffic control


    How to present
    tracks and platforms?
    Presentation of tracks and platforms for train traffic controlers
  • This way?

  • Presentation of tracks and platforms for train traffic controlers
  • Or this way?
  • Source: NS/Verhoef.


    Complex data

    line graphs usability
    What is after this generation
    of graphs?
    Source: www.gapminder.org.

    visualizing database and complex data usability
    This?
    Yes, it is after.
    Yes, it is futuristic.
    Has it future?
    Probably not
    because ...
    Source: IBM.


    three dimensional presentation of complex data
    Probably
    h's got new
    software
    for his birthday.
    Source: Volkskrant.

    visualizing database and complex data, usability
    Or this? New, for most of us.
    Futuristic: no,
    more than
    20 years old.
    Has it future?
    Certainly yes
    because ...

    visualizing database and complex data, multi dimensional, usability
    Why tell these 20
    year old
    character smileys ...
    ... more than
    today's smileys?


    Traditional GUI elements


    type mismatch

    What is the problem here?
    Why the designer
    made this error?

    Progress indicator, hour glass.
    15 requirements
    for “are you sure?“
    How many
    requirements meets
    this window?

    error with tab interface
    A traditional window
    and tabs, what is
    the psychological
    evaluation of
    this kind of windows?

    presenting files in a directory, gui
    One way to order files.

    presenting files in a directory, gui
    Another way to
    order files
    Which one is best?
    Why?

    Word main menu
    What is better?
    Horizontal menu?
    Vertical menu?
    What are advantages
    of the latter?

    Word main menu.
    The Word main menu,
    what is an alternative?
    Not using other words
    of course but...

    Desktop and usability
    Hmm, the desktop.
    What is the visual and
    conceptual structure
    the inventers had
    in mind?.


    Tape recorder as metaphor for printer.
    Hmmm, another
    metaphor
    Tape recorder
    for printer.
    Good idea?

    date calendar input usability
    What is the difference
    between a calender
    on paper and
    on a screen?




    train travel planner

    Why most travel
    planners are no
    planners?


    Some perfect designs

    A form to order supermarket products.

    Why is this
    a perfect design?

    A combination of marketing and usability
    Why is this
    a perfect design?

    Pie charts, usability
    Why does the eye
    like pie charts?
    Why do brains
    not like them?

    MS-DOS file directory, usability
    And why brains
    liked this one?

    dancing paperclip to solve usability problems
    Can a dancing
    paperclip solve
    userunfriendlyness?"
    Why not?



    Design ticket vending

    NS touch screen train ticket vending machine
    NS touch screen train
    ticket vending machine
    Routing problems
    solved using ...




    Ticket vending machine.
    Language option first step?
    Source: Belgium Railways.


    Ticket vending machine.
    Change language any time.
    Source: NS/ Verhoef.

    Netherlands Railways touch screen train ticket vending machine.It looks like a menu.
    However,
    no hierarchical steps.
    What is the structure?"

    Which button is
    to help whizzkids
    and it-specialists?
    Source: NS/Verhoef.


    coffee drink vending machine, use of gray out.
    Grey out, should not
    mean not available,
    of course.
    Source: Verhoef.


    Design of train indicators


    Source: Netherlands Raiways,
    Amersfoort, 2008.


    Grey half circle:‘Go shoping.’
    Departure in 30 min.


    Yellow triangle: ‘Go to train.’
    Departure in 2 min.


    Orange half circle: ‘Hurry up!’
    Departure in 30 sec.
    Source: Experimental designs,
    Verhoef 2010.


    Experimental trains indicator,
    train departing in 5 min,
    at top and in large format.
    don't hurry.


    Experimental trains indicator,
    train deparring shortly.
    colour: yellow, don’t dawdle.


    Experimental trains indicator,
    train departing almost now.
    colour orange, hurry!


    Experimental trains indicator,
    first departing train at top,
    has left 1 min. ago,
    colour red.

    Source: Experimental designs,
    Verhoef 2009.


    Safety information for
    high speed train drivers
    (ETCS).

    Experimental
    speedometers


    Analog classical
    experimental clock design
    Train speed: 192.
    Maximum permitted speed
    200. Next target permitted
    speed 40. Good for general
    maintain speed task,
    bad for planning and when
    close to intervention.

    Analog design, screen
    version


    Diagrammatic design,
    vertical version.
    Braking curve should
    not touch maximum
    permitted speed curve.
    The tongue below should fit
    in the pipe above. Good
    for planning and insight,
    bad when close to
    intervention.


    Diagrammatic design,
    horizontal version.
    Comparable with
    vertical version.


    Animated design
    Braking curve should not
    touch max permitted speed
    curve. The “vehicle”
    in front should not be too
    close. Good when close to
    intervention, bad for
    planning and insight.

    etcs mmi, ermts, high speed driving speedometer
    Speed and
    safety information
    for high speed train
    drivers.
    The one that is now standard.
    Source: ETCS/Verhoef.

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    Consistency


    Cab with inconsistent
    interfaces. Visible, even
    at low resolution.
    Inconsistent presentation
    and input of:
    date, time, numbers, colours,
    enter procedures, control of
    attention.


    Cab with consistent interfaces.
    No differences in
    presentation and input of:
    date, time, numbers, colours,
    enter procedures, control of
    attention.


    Consistent icon design.
    The graphic elements can be
    combined for current
    functions and for functions
    to be developped. The
    graphic elements are like
    words. Designers can create
    new sentences. Drivers
    knowing the elements can
    understand new combinations
    of words/icons.

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    Use of colours


    Same use of colours for all
    information. Colour is used
    for control of attention.


    Use of colour, white: no
    braking curve.


    Use of colour, yellow: brake
    shortly.


    Use of colour, orange: brake
    now!!


    Use of colour, red: brake
    too late, intervention.

    This use of colour for
    control of user's attention
    can be used for any systems,
    for instance for passengers
    and teachers.


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    Planning

    At the right maximum train
    speed profile ahead. Lower
    maximum speed at 1000 m.

    The planning design was
    based on the experimental
    diagrammatic design
    (see above).


    Time to intervention

    The small square at the top
    left shows that there is
    sufficient time to safety
    system brake intervention.


    Train braking curve is
    close to safety braking
    curve. The square top
    left shows time to
    intervention of the
    safety system. Time
    to intervention depends
    on maximum permitted
    speed minus current
    speed and the traction/
    brake application. When
    looking outside the
    square is in the visal
    periphery but will be
    noticed when it comes
    up because: the
    periphery is sensitive
    for changes, for high
    contrast changes and
    the square is at the
    top of the screen.
    This design was based
    on the experimental
    animated design
    (see above).


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    with pictures.