UI Design Literature Study

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Usability Basics for Software Developers Read this paper for a concise but good introduction to usability engineering, including how to perform usability engineering and why it's necessary. This paper breaks down the usability process into three phases: usability analysis, usability design, prototyping, and usability evaluation. Usability analysis includes user analysis (user visits, focus groups, surveys, user feedback studies), task analysis (creating use cases), and usability benchmarks (e.g. quantifying how long it takes a user to perform a task). Prototyping can include paper mock-ups, "Wizard of Oz" studies, scenarios, storyboards, and snapshots. Usability evaluation is user testing, including think-aloud studies, heuristic evaluation, and collaborative usability inspection.

Interaction Techniques for Navigation through and Manipulation of 2D and 3D Data This paper provides an overview of different techniques for manipulating 2D and 3D data. Note that most 3D techniques currently being researched involve non-standard desktop environments, such as props or alternate hardware input or output devices. Sandia analysts tend to prefer working on standard desktops with standard input and output devices (i.e. monitor, keyboard, and mouse). This paper introduced five design guidelines for interaction devices: preference of two-handed interactions, visual feedback, coinciding of action and perception space, minimal use of intrusive devices, and preference of wireless props. The most relevant guideline is the minimal use of intrusive devices (e.g. head-mounted displays). For ParaQ interface design research, we should largely concentrate on standard input and output devices.

Heuristic evaluation of user interfaces Heuristic evaluation is a usability inspection technique that can be used check if applications adhere to the ten general principles of user interface design. The ten general principles

Cognitive walkthroughs: a method for theory-based evaluation of user interfaces Cognitive walkthrough is another usability inspection technique that maps out use cases, and asks the following four questions at each step: (1) will the user be trying to achieve the right effect, (2) will the user know that the correct action is available, (3) 2ill the user know that the correct action will achieve the desired effect, and (4) if the correct action is taken, will the user see that things are going OK. If all four questions can be answered in the affirmative, then the design is successful. Otherwise, the correspondig design should be reconsidered. With the cognitive walkthrough approach, developers can more accurately model the typical users' cognition.