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User Interfaces and Usability for Embedded Systems


Usability for Embedded Systems

2 Day Course

Ease of use can be a major selling factor in a modern product. 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.

Audience

Software engineers often have to address many usability issues during product development. This is especially true if there are no dedicated usability specialists on the project.

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.

SAFETY AND SECURITY

  • Roles for safety and security
  • mechanical interlocks
  • Extending FMEA to user actions
  • Usability vs. Safety
  • Usability vs. Security

TESTING

  • Testing the interface is different to testing the software
  • Defining the test team role in relation to usability

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