DTUI Booksite

Project 14: On/Off Widget Design

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Team Size: 3
Duration: 3 weeks

Introduction

It is possible to create a graphical object that performs an easily identified function (such as turning a lamp on and off) that, while satisfying the general requirements of being graphical and directly manipulatible, in fact confuses users. One of the hazards of user interface design is that the designer tends to fully understand the functionality and semantics of a particular widget, but when made available to users the design is found to have serious usability flaws. One of the reasons this occurs, to be sure, is the desire to build interface widgets that are uniquely identified with a particular product. This increases a company's hold on the intellectual property rights of the product that incorporates such a unique widget. As a result, many developers create a new widget solely for the purpose of being different, not because there is any sound cognitive reason or physical superiority to the design.

Goals

Part 1:

The purpose of this project is to develop a series of simple on/off switch widgets, activated via a mouse. These widgets should be demonstrated with a prototype driver program. You are to develop at least three different widgets to accomplish this task. You are to analyze the relative strengths and weaknesses of each design.


Part 2:

Interface your prototype to an appliance controller, so that your widgets do, in fact, turn a lamp on or off.


Part 3:

Identify and program three different ways that your widget set can be toggled using just the keyboard (no mouse). Evaluate each technique. Can any of these techniques be implemented using another device, such as a single switch input? Describe.

Submissions

You are to use your designated platform for this assignment, using whatever programming tool you desire. You are to turn in:
Blaise Liffick

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Last Updated: 12 March 2000