Why worker’s skills, ability, intelligence and sophisticated level should be taken into account when designing user interface?
Good
product design incorporates a number of timeless principles for human-computer
interaction. The principles described in this chapter are critical to the
design of elegant, efficient, intuitive, and Aqua-compliant user interfaces. In
fact, they drive the design of the OS user interface.
Take
advantage of people’s knowledge of the world by using metaphors to convey
concepts and features of your app. Metaphors are the building blocks in the
user’s mental model of a task. Use metaphors that represent concrete, familiar
ideas, and make the metaphors obvious, so that users can apply a set of
expectations to the computer environment. For example, OS X uses the metaphor
of file folders for storing documents; people can organize their hard disks in a
way that is analogous to the way they organize file cabinets.
Mental Model
The
user already has a mental model that describes the task your software is
enabling. This model arises from a combination of real-world experiences,
experience with other software, and with computers in general. For example,
users have real-world experience writing and mailing letters and most users
have used email apps to write and send email. Based on this, a user has a
conceptual model of this task that includes certain expectations, such as the
ability to create a new letter, select a recipient, and send the letter. An
email app that ignores the user’s mental model and does not meet at least some
of the user’s expectations would be difficult and even unpleasant to use. This
is because such an app imposes an unfamiliar conceptual model on its users
instead of building on the knowledge and experiences those users already have.
Before you design your app’s user
interface, try to discover your users’ mental model of the task your app helps
them perform. Be aware of the model’s inherent metaphors, which represent
conceptual components of the task. In the letter-writing example, the metaphors
include letters, mail boxes, and envelopes. In the mental model of a task
related to photography, the metaphors include photographs, cameras, and albums.
Strive to reflect the user’s expectations of task components, organization, and
workflow in your window layout, menu and toolbar organization, and use of
panels.
The mental model your users have should
infuse the design of your app’s user interface. It should inform the layout of
your app’s windows, the selection and organization of icons and controls in the
toolbars, and the functionality of panels. In addition, you should support the
user’s mental model by striving to incorporate the following characteristics:
- Familiarity. The user’s
mental model is based primarily on experience. When possible, enhance user
interface components to reflect the model’s symbiology and display labels
that use the model’s terminology.
- Simplicity. A mental model
of a task is typically streamlined and focused on the fundamental
components of the task. Although there may be myriad optional details
associated with a given task, the basic components should not have to
compete with the details for the user’s attention.
- Availability. A corollary of
simplicity is availability. An uncluttered user interface is essential,
but the availability of certain key features and settings the user needs
is equally so. Avoid hiding such components too deeply in submenus or
making them accessible only from a contextual menu.
- Discoverability. Encourage your
users to discover functionality by providing cues about how to use user
interface elements. If an element is clickable, for example, it must
appear that way, or a user may never try clicking it. Be sure to use Aqua
controls properly and avoid making controls invisible to inexperienced
users.
Direct
manipulation is an example of an implied action that allows users to feel that
they are controlling the objects represented by the computer. According to this
principle, an onscreen object should remain visible while a user performs an
action on it, and the impact of the action should be immediately visible. For
example, with a drag-and-drop operation (the most common example of direct
manipulation) users can move a file by dragging its icon from one location to
another, or drag selected text directly into another document.
On the desktop, users perform actions by choosing from alternatives presented on the screen. Users interact directly with the screen, selecting objects and performing activities by using a pointing device, typically a mouse, to point at elements on the desktop.
User Control
Allow
the user, not the computer, to initiate and control actions. Some apps attempt
to assist the user by offering only those alternatives deemed good for the user
or by protecting the user from having to make detailed decisions. Because this
approach puts the computer, not the user, in control, it is best confined to
parts of the user interface aimed at novice users. Provide the level of user
control that is appropriate for your audience.
Feedback and Communication
Feedback
and communication encompass far more than merely displaying alerts when
something goes wrong. Instead, it involves keeping users informed about what’s
happening by providing appropriate feedback and enabling communication with
your app.
Consistency
Consistency
in the interface allows users to transfer their knowledge and skills from one
app to another. Use the standard elements of the Aqua interface to ensure
consistency within your app and to benefit from consistency across apps.
What is motivation, how motivation places its whole in people/employees performance?
We have discussed a number of
factors that contribute to the way people behave at work place and how they
react to information technology. All of these factors are important, but often
they merely provide background facts about people. Such factors may need a
mechanism to transform them into some type of action. In many cases that
mechanism is motivation. Motivation is a major reason why a person does certain
things and many behavioral psychologists feel that a lot of behavior can be
explained in terms of motivational factors. Motivation is often defined as the
force that energizes and sustains goal directed behavior. This force may
originate from outside the individual such as the opportunity to earn a bonus
or other significant reward from internal processes or from a combination of
these. Following activities may be
remembered for the motivation of the staff.
1.
Self-actualization
needs.
2.
Self-realization.
3.
Self esteem.
4.
Pride.
5.
Confidence
6.
Respect.
7.
Love and belonging
needs.
8.
Security from attack.
9.
Hunger
10. Thirst
There are also some other psychological
factors which are important for information system design and development.
These include flexibility, information over load and optimism, pessimism. These
point are also remembered.
1.
Flexibility
2.
Information overload
3.
Optimism
4.
Mental relaxation.
5. Care for the basic necessities.
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