Shneiderman's Rules: Interactive Design Guide
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Shneiderman's Rules: Interactive Design Guide

College/UniversityComputer Science3 days
5.0 (1 rating)
In this project, college students design an interactive guide demonstrating Shneiderman's 8 Golden Rules for user-friendly interfaces. Students analyze interfaces that violate or exemplify these rules, propose improvements, and create interactive elements to engage users. They'll also conduct usability testing and revise their guide based on feedback, culminating in a complete, tested resource.
Shneiderman's 8 Golden RulesUser Interface DesignInteractive DesignUsability TestingUser ExperienceInterface Analysis
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Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we design an interactive guide that effectively demonstrates and applies Shneiderman's 8 Golden Rules to create user-friendly interfaces?

Essential Questions

Supporting questions that break down major concepts.
  • How can Shneiderman's 8 Golden Rules be applied to interface design to improve user experience?
  • What are the key principles of Shneiderman's 8 Golden Rules, and how do they relate to each other?
  • How can examples and case studies demonstrate the practical application of Shneiderman's 8 Golden Rules?
  • What are the potential consequences of ignoring Shneiderman's 8 Golden Rules in interface design?
  • How can interactive design enhance the learning and understanding of design principles like Shneiderman's 8 Golden Rules?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Apply Shneiderman's 8 Golden Rules to design user-friendly interfaces
  • Create an interactive guide showcasing Shneiderman's rules with examples and case studies
  • Evaluate the impact of Shneiderman's rules on user experience through case studies

Entry Events

Events that will be used to introduce the project to students

'Bad Design' Autopsy

Students receive examples of terrible UI/UX designs and, working as 'design doctors', must diagnose which of Shneiderman's 8 Golden Rules are violated and prescribe solutions. This immediately highlights the rules' importance and engages their problem-solving skills.

'Design Challenge: The Confusing App'

Students are presented with a deliberately confusing or frustrating app interface and tasked with redesigning it based on Shneiderman's principles. This allows for hands-on application and creative problem-solving, sparking curiosity on how to improve user experience.

'Design Slam: Fix It in Five'

In a rapid-fire design slam, students receive a series of UI design flaws and must propose solutions based on Shneiderman's rules within a strict time limit. This promotes quick thinking and reinforces the practical application of the rules.
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Portfolio Activities

Portfolio Activities

These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.
Activity 1

Rule Breaker Analysis

Students select one of Shneiderman's 8 Golden Rules and analyze existing interfaces (websites, apps) that violate it. They will document the violation, explain the negative impact on user experience, and suggest improvements based on the rule.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Choose one of Shneiderman's 8 Golden Rules.
2. Find 2-3 examples of interfaces that violate the chosen rule (screenshots or descriptions).
3. For each example, explain how the rule is violated and what the negative impact on the user experience is.
4. Suggest concrete improvements based on the rule that would fix the violation.

Final Product

What students will submit as the final product of the activityA report (written or video) detailing the rule, the violations, the impact, and the proposed solutions.

Alignment

How this activity aligns with the learning objectives & standardsApplies Shneiderman's 8 Golden Rules to design user-friendly interfaces; Evaluates the impact of Shneiderman's rules on user experience through case studies.
Activity 2

Good Design Showcase

Students will find examples of interfaces that exemplify one of Shneiderman's 8 Golden Rules. They will analyze and present how the design successfully implements the rule and its positive impact on user experience.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Choose one of Shneiderman's 8 Golden Rules (preferably different from the one chosen in Activity 1).
2. Find 2-3 examples of interfaces that exemplify the chosen rule.
3. For each example, explain how the rule is implemented and what the positive impact on the user experience is.
4. Identify specific design elements that contribute to the successful implementation of the rule.

Final Product

What students will submit as the final product of the activityA presentation (slides, video, or interactive document) showcasing the rule, the examples, and the analysis of positive impact.

Alignment

How this activity aligns with the learning objectives & standardsApplies Shneiderman's 8 Golden Rules to design user-friendly interfaces; Evaluates the impact of Shneiderman's rules on user experience through case studies.
Activity 3

Interactive Rule Guide Entry

Students will create one entry for the interactive guide, focusing on one of Shneiderman's rules. The entry will include a clear explanation of the rule, examples of both good and bad implementations (from previous activities), and interactive elements to engage the user.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Choose one of Shneiderman's 8 Golden Rules (preferably different from the ones chosen in Activities 1 and 2).
2. Write a concise explanation of the rule in student-friendly language.
3. Incorporate examples from Activities 1 and 2 (or find new ones) to illustrate good and bad implementations of the rule.
4. Design an interactive element (quiz, drag-and-drop activity, etc.) to help users understand and apply the rule.
5. Integrate the explanation, examples, and interactive element into a single, cohesive entry for the interactive guide.

Final Product

What students will submit as the final product of the activityA completed entry for the interactive guide, including explanation, examples, and interactive element.

Alignment

How this activity aligns with the learning objectives & standardsApplies Shneiderman's 8 Golden Rules to design user-friendly interfaces; Create an interactive guide showcasing Shneiderman's rules with examples and case studies.
Activity 4

Case Study Deep Dive

Students select a real-world case study (e.g., a website or app redesign) and analyze how Shneiderman's rules were (or were not) applied, and the impact on user experience and business outcomes.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Choose a case study of a website or app redesign (or a new design launch).
2. Research the design process and identify the goals of the redesign.
3. Analyze how Shneiderman's rules were applied (or not applied) in the redesign.
4. Evaluate the impact of the design choices on user experience (using metrics or user feedback).
5. Assess the impact of the design choices on business outcomes (e.g., conversion rates, user engagement).

Final Product

What students will submit as the final product of the activityA detailed case study report analyzing the application of Shneiderman's rules and their impact.

Alignment

How this activity aligns with the learning objectives & standardsApplies Shneiderman's 8 Golden Rules to design user-friendly interfaces; Evaluate the impact of Shneiderman's rules on user experience through case studies.
Activity 5

Interactive Guide Compilation & Testing

Students combine their individual entries into a complete interactive guide. They then conduct usability testing with target users to gather feedback and improve the guide.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Compile all individual entries into a single interactive guide.
2. Design a usability testing protocol (tasks, metrics, user profiles).
3. Conduct usability testing with 3-5 target users.
4. Analyze the feedback and identify areas for improvement.
5. Revise the interactive guide based on the usability testing results.

Final Product

What students will submit as the final product of the activityA complete, tested, and revised interactive guide to Shneiderman's 8 Golden Rules.

Alignment

How this activity aligns with the learning objectives & standardsApplies Shneiderman's 8 Golden Rules to design user-friendly interfaces; Create an interactive guide showcasing Shneiderman's rules with examples and case studies; Evaluate the impact of Shneiderman's rules on user experience through case studies.
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Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

Interactive Design Rule Guide Rubric

Category 1

Rule Application and Analysis

Demonstrates understanding and application of Shneiderman's 8 Golden Rules through analysis of interface examples.
Criterion 1

Identification of Rule Violations/Implementations

Accuracy and depth of analyzing how interfaces violate or implement Shneiderman's rules.

Exemplary
4 Points

Accurately and insightfully identifies multiple rule violations or implementations, demonstrating a sophisticated understanding of the nuances of each rule.

Proficient
3 Points

Correctly identifies rule violations or implementations with clear explanations.

Developing
2 Points

Identifies some rule violations or implementations but may lack depth in explanations.

Beginning
1 Points

Struggles to identify rule violations or implementations or provides inaccurate explanations.

Criterion 2

Impact on User Experience

Explanation of how the rule violations/implementations affect the user experience.

Exemplary
4 Points

Provides a comprehensive and insightful analysis of the impact on user experience, considering various user perspectives and potential consequences.

Proficient
3 Points

Clearly explains the impact on user experience with relevant details.

Developing
2 Points

Provides a basic explanation of the impact on user experience but may lack detail.

Beginning
1 Points

Struggles to explain the impact on user experience or provides irrelevant information.

Criterion 3

Proposed Solutions/Design Elements

Effectiveness and feasibility of proposed solutions to fix violations or design elements contributing to successful implementations.

Exemplary
4 Points

Offers innovative and practical solutions or design elements that effectively address the violations or enhance the positive impact, demonstrating a deep understanding of design principles.

Proficient
3 Points

Suggests concrete and feasible improvements or design elements that align with the rule.

Developing
2 Points

Provides some suggestions for improvements or design elements, but they may be vague or impractical.

Beginning
1 Points

Struggles to suggest improvements or design elements or provides irrelevant suggestions.

Category 2

Interactive Guide Entry

Clarity, accuracy, and engagement of the interactive guide entry.
Criterion 1

Explanation of the Rule

Clarity and accuracy of the explanation of Shneiderman's rule in student-friendly language.

Exemplary
4 Points

Provides a clear, concise, and engaging explanation of the rule using student-friendly language and real-world examples that enhance understanding.

Proficient
3 Points

Explains the rule clearly and accurately using appropriate language.

Developing
2 Points

Provides a basic explanation of the rule, but it may lack clarity or accuracy.

Beginning
1 Points

Struggles to explain the rule or provides inaccurate information.

Criterion 2

Integration of Examples

Effective use of examples to illustrate good and bad implementations of the rule.

Exemplary
4 Points

Seamlessly integrates compelling examples that clearly illustrate both good and bad implementations of the rule, enhancing the user's understanding and engagement.

Proficient
3 Points

Includes relevant examples that illustrate good and bad implementations of the rule.

Developing
2 Points

Provides some examples, but they may not be clearly connected to the rule or may be poorly chosen.

Beginning
1 Points

Struggles to provide relevant examples or provides examples that contradict the rule.

Criterion 3

Interactive Element

Effectiveness and engagement of the interactive element in helping users understand and apply the rule.

Exemplary
4 Points

Creates a highly engaging and effective interactive element that significantly enhances user understanding and application of the rule through innovative design and clear instructions.

Proficient
3 Points

Designs an interactive element that helps users understand and apply the rule.

Developing
2 Points

Includes an interactive element, but it may be confusing, ineffective, or poorly integrated.

Beginning
1 Points

Fails to include a functional interactive element or provides an element that is irrelevant to the rule.

Category 3

Case Study Analysis

Depth and accuracy of the case study analysis, including the application of Shneiderman's rules and impact on user experience and business outcomes.
Criterion 1

Research and Identification of Design Goals

Thoroughness of research into the design process and accurate identification of design goals.

Exemplary
4 Points

Conducts thorough and insightful research into the design process, accurately identifying and articulating the nuanced design goals and underlying motivations.

Proficient
3 Points

Researches the design process and identifies the main design goals.

Developing
2 Points

Provides some information on the design process, but the research may be incomplete or the design goals may be unclear.

Beginning
1 Points

Fails to research the design process or identify the design goals.

Criterion 2

Application of Shneiderman's Rules

Accuracy and depth of analysis of how Shneiderman's rules were applied (or not applied) in the redesign.

Exemplary
4 Points

Provides a detailed and nuanced analysis of how Shneiderman's rules were strategically applied (or consciously disregarded) in the redesign, demonstrating a deep understanding of the design choices.

Proficient
3 Points

Analyzes how Shneiderman's rules were applied (or not applied) in the redesign with clear explanations.

Developing
2 Points

Provides a basic analysis of the application of Shneiderman's rules, but the explanations may lack depth.

Beginning
1 Points

Struggles to analyze the application of Shneiderman's rules or provides inaccurate information.

Criterion 3

Impact on User Experience and Business Outcomes

Evaluation of the impact of design choices on user experience and business outcomes (using metrics or user feedback).

Exemplary
4 Points

Evaluates the impact of design choices on both user experience and business outcomes with compelling evidence, utilizing a range of metrics, user feedback, and insightful observations to draw well-supported conclusions.

Proficient
3 Points

Evaluates the impact of design choices on user experience and business outcomes using relevant metrics or user feedback.

Developing
2 Points

Provides a general assessment of the impact of design choices, but the evidence may be limited or unclear.

Beginning
1 Points

Fails to evaluate the impact of design choices or provides irrelevant information.

Category 4

Interactive Guide Compilation & Testing

Effectiveness of the usability testing and revisions of the interactive guide.
Criterion 1

Usability Testing Protocol

Quality and relevance of the usability testing protocol (tasks, metrics, user profiles).

Exemplary
4 Points

Designs a comprehensive and insightful usability testing protocol with well-defined tasks, relevant metrics, and diverse user profiles that effectively capture a wide range of user experiences.

Proficient
3 Points

Designs a usability testing protocol with clear tasks, metrics, and user profiles.

Developing
2 Points

Develops a basic usability testing protocol, but it may lack clarity or relevance in tasks, metrics, or user profiles.

Beginning
1 Points

Fails to design a functional usability testing protocol or provides irrelevant information.

Criterion 2

Analysis of Feedback

Accuracy and depth of analysis of the feedback and identification of areas for improvement.

Exemplary
4 Points

Provides a nuanced and insightful analysis of user feedback, identifying key areas for improvement with a clear understanding of underlying user needs and motivations.

Proficient
3 Points

Analyzes the feedback and identifies areas for improvement with clear explanations.

Developing
2 Points

Provides a basic analysis of the feedback, but the identification of areas for improvement may lack depth.

Beginning
1 Points

Struggles to analyze the feedback or identify areas for improvement.

Criterion 3

Revisions Based on Testing Results

Effectiveness of the revisions made to the interactive guide based on the usability testing results.

Exemplary
4 Points

Implements significant and impactful revisions based on usability testing results, resulting in a demonstrably improved and user-friendly interactive guide that addresses key user pain points.

Proficient
3 Points

Revises the interactive guide based on the usability testing results, addressing the identified areas for improvement.

Developing
2 Points

Makes some revisions to the interactive guide, but they may not fully address the identified areas for improvement or may be superficial.

Beginning
1 Points

Fails to revise the interactive guide based on the usability testing results or makes revisions that are irrelevant or detrimental.

Reflection Prompts

End-of-project reflection questions to get students to think about their learning
Question 1

What was the most surprising thing you learned about Shneiderman's 8 Golden Rules while creating the interactive guide?

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Question 2

How did your understanding of user-centered design change after applying Shneiderman's principles in this project?

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Question 3

What was the most challenging aspect of creating an interactive guide that effectively demonstrates design principles?

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Question 4

To what extent do you feel confident in applying Shneiderman's 8 Golden Rules in future design projects?

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Question 5

Which of Shneiderman's 8 Golden Rules do you find the most challenging to implement in practice, and why?

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