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:
-
A working prototype.
-
Well documented source code for both the widgets and prototype driver.
-
A report (using MS Word) containing your analyses of the widgets you developed.
Blaise Liffick
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Last Updated:
12 March 2000 |