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User Interfaces and Usability for Embedded Systems


User Interface Design for Embedded Systems

2 Day Course

Bad usability engineering cost real money ...

  • Bad usability in one printer product led to $500,000 worth of support calls per month. 
  • 48% of consumer electronics returns are ‘No-Fault-Found’. In many cases, they are just too hard to use, or the consumer sets it up incorrectly.

Bad usability engineering costs real lives ...

  • Over one third of medical device incident reports to the FDA involve use error.

(sources for statements above)

As embedded systems become more sophisticated, making new features intuitive is a huge challenge. This course teaches the software engineer or user interface designer the skills required to design a new user interface or recognise where an existing interface can be improved. The class strikes a balance between concrete topics such as menus and icons, and providing the student with general principles for good design, such as direct manipulation and task analysis.

Both graphical and non-graphical interfaces are considered, and examples discussed include industrial equipment, medical equipment and consumer devices.

Sample slides, with commentary are available for the icons and equal opportunity sections of this course.

Related magazine articles, authored by the course presenter, can be found at Usability Articles.

Content

DEFINITIONS AND PRINCIPLES

  • Mental Models
  • Directed and undirected interfaces
  • Multi-tasking
  • Equal Opportunity
  • Associative user operations
  • Consistency
  • Modes
  • Robustness
  • Affordance
  • Object oriented design

SPECIFYING THE USER INTERFACE

  • Requirements - language of specification
  • Requirements as principles and requirements for specific cases
  • Requirements relationship with previous products and competitors
  • Inspections
  • Walkthroughs - paper based, prototype based, whiteboard based.

DEFINING THE USER

  • Theory X and Theory Y
  • User motivations and options
  • Trusting the user
  • Industrial vs. commercial vs. consumer goods
  • Pacing and Timing

GRAPHICS

  • Layout of GUI relative to other controls - arrow keys, touchscreen, soft-keys
  • Graphical input and direct manipulation
  • Use of color and grayscales
  • Graphical idioms on the desktop that rarely work on embedded devices
  • Imitating mechanical controls on a GUI.
  • Dividing the display into windows and pages
  • Menus
  • Wizards for user input
  • Moving graphs and other animations
  • Displays with very little physical space
  • Text input (without a standard keyboard)
  • Internationalization

ICONS

  • How to draw icons
  • Use on graphics screen versus print on device. Use as input vs. use as output
  • Reinforcing icons. Drawing attention to the important part of an icon.

PROTOTYPES

  • Prototyping environments - PC packages
  • How the development environment can influence the result
  • User trials with prototypes - hazards

MECHANICAL CONTROLS

  • Disadvantage of software in the loop
  • Imitating controls on pre-software devices
  • Layout of controls and displays
  • Multi-Threaded interfaces

ERROR MANAGEMENT

  • User Error messages
  • Undo operations
  • Inputs that are temporarily wrong during the data input
  • Online help - pros and cons
  • System failures

MONITORING

  • Alarms and alerting users attention
  • Barographs, linegraphs and other moving indicators
  • Distance viewing
  • Perceived and real accuracy
  • Minimalist views versus heavily decorated data.

TESTING

  • Testing the interface is different to testing the software
  • User Trials
  • Interpreting user feedback

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