fredag 13 maj 2016

Interface choices, icons and functionality.

The use of icons in graphical user interfaces brings many positive aspects to usability and function. An icon can represent a word or a sentence through metaphoric design (1. An icon uses less space than words, but still depicts the functionality and purpose of a button. This makes the interface less clustered and more informative, since we're using screen space more efficiently.

The settings icon in our design is represented by a gearwheel. This is a very common symbol related to changing application settings. When a user has entered the settings mode, we have decided to gray out the settings button. This aims to alert the user that s/he can not enter the settings mode, while currently in the settings mode. A subconcept derived from the theory of Anthromorphic Approach called Constraints. In the transport section, we have used the same concept in combination with a bit of color theory to convey the current options a user has. As a user enters the transport section, the options of transportation are grayed out. To be able to pick a way of transportation, the user has to enter a start and a destination. To emphasize this, a red outlining flickers around the start & destination input when a user taps the transportational options without having entered a start & destination. When a user has started a route, a bit of text appears that tells the user how to travel. Which bus to take, where to get off etc. The text is written in a human-like manner, to apply a feeling of trust to the user. This is a subconcept of the Anthromorphic Approach.


Grayed out options when no
start & destination entered. 
Red outline to emphasize a constraint














We have used icons in the transportational section to preinform the user about the type of a certain destination. A quick example of this is when a user starts typing in "Djurgården Ferry" in the destination field, a suggestion accompanied by a ferry-icon, distance & a short description pops up.


Different icons represent the type of destination.
















Some of the functionality in the design has been created with the platform in mind. For example, one of the downsides with using a mobile platform is the difficulty encountered when typing. This is relevant when using the search bar, since the user has to type. Because of this, we have designed a search bar that "suggests" relevant key phrases/words as a user starts typing. This aims to minimize the total amount of typing the user has to do.

Suggestions, icons & distance to locations.

















When clicking the food section, a scrollable list appears. We have decided to place an oblong icon on the right side of the screen that conveys to the user that the list is scrollable, a common thing seen in many other phone applications. This is a sub concept of the Anthromorphic Approach called Affordances(2), using symbols & icons to convey specific actions the user can take to manipulate the interface. 





Inga kommentarer:

Skicka en kommentar