Usability lab specs

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User interface design [with an emphasis on 'question oriented']

Keywords: information overload, usability, learning curve, discoverability, information in the interface, information in the users' memory, reasonable defaults

You're working on a hypothetical program, the purpose of which is to help someone manage the bills in their household.


What has to be done

  • make a list of tasks which people usually deal with in this context, and devise a list of objectives for your future program, ex:
    • make sure all bills are paid on time
    • predict how much money I will need next month
    • determine where most of my money goes, etc
  • make a list of questions typically asked by people who would use your program and interact with its interface. Once you do this, you'll have an idea about WHAT TO SHOW
    • what is the total amount of money I need to pay?
    • have I got any debts?
    • when is the nearest deadline?


  • separate the program into logical modules for specific tasks, ex:
    • input of information about bills
    • displaying the statistics for a given month
    • generate a report that compares various periods of a year, etc
  • For each of these, draw a sketch that uses various graphical widgets in order to provide answers to the questions listed in the previous point.
  • Once you do this, you'll have an idea about HOW TO SHOW that information.


Contents of the report

  • list of objectives your program will help users achieve
  • list of questions answered by the interface
  • list of windows the program will have and sample sketches for each window
    • these can be drawn in anything you like, I suggest one of these:

Each design decision must be supported by a rationale (ex: "I chose to represent this using a scrollable dropdown list because ....").


Note: no, there is no need to do any actual programming yet; this task is just about prototyping and figuring out what you want to obtain in the end.


Suggestions

  • Less is more, more is less
  • KISS: keep it simple, short


References

Design patterns