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Design Principles and Guidelines

Design Principles and Guidelines. Hints for good design. Attributes of Good UIs. Invisible They don’t get in your way Minimal training Easy to learn Good manual (perhaps online) emphasizing how users can meet their goals Training transfers easily to practice Error savvy

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Design Principles and Guidelines

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  1. Design Principles and Guidelines Hints for good design

  2. Attributes of Good UIs • Invisible • They don’t get in your way • Minimal training • Easy to learn • Good manual (perhaps online) emphasizing how users can meet their goals • Training transfers easily to practice • Error savvy • Predictable: NO SURPRISES! • Prevent the user from making errors • Easy to recover from errors • Avoid information overload

  3. Attributes of Good UIs (2) • Allow people to perform their tasks well • the good UI promotes efficiency! • Flexible • Seem “intelligent” • “do the right thing” without asking; remember user patterns • People have to like it! • “It is easy to make things hard. It is hard to make things easy.” -- A. Chapanis, ‘82

  4. Design Guidelines • There are helpful UI design guidelines • Design guidelines are: • a set of design rules to follow • at multiple levels of design (e.g., early & late) • obvious to users of poorly designed interfaces • easy to ignore when deadlines approach • not complete • hopefully built on psychological underpinnings and an understanding of users

  5. Guidelines for Building Good UIs • Follow graphic design principles • Use standard language conventions • Minimize load on short-term memory • Design for consistency • Provide clear feedback • Prevent errors & provide error correction • Use sensible conceptual models • Let’s discuss some of these…

  6. From IBM’s RealCD application Graphic Design & Color Choice • A good UI will appropriately direct the user’s attention. How? • One way: use color and layout - black button on black background is bad colour choice - shouldn’t need label to tell you this is a button

  7. Use white space (vital in WWW design) Use only a few fonts & colors (5-7 colors max) Remember colour deficiency (5% of males are colour blind) A Toolbar from MS Word Graphic Design & Color Choice (2) • Keep related objects together • Appropriate alignment & spacing (readability) • Decorations can provide extra information.

  8. Bad? Speak the User’s Language • Use common words, not “techno-jargon” • Use the vocabulary of the user • Refer to the user’s objects when giving feedback, e.g., “your document…”, “your graph…” • Allow full-length names in forms • Avoid spatial-linguistic conversions, which can be extremely confusing for users • pick one or the other; examples…

  9. Spatial - Linguistic Examples • Placing objects on a canvas • by specifying (X, Y) coordinates • linguistic, use keyboard to enter X, Y • by relative positions to other items • spatial, use cursor/mouse • Selecting a quantity • specify a known value • linguistic, use keyboard to enter value • relative (more, less) • spatial, use dial

  10. Problem? Less is More • The KISS Principle: “Keep it simple, stupid!” • Use concise language; avoid verbiage • Avoid extraneous pictures & information • fewer options and menu choices • reduce planning time • reduce manual size, etc. • avoid information overload!

  11. Minimize User Memory Load • Short-term memory of people. • capacity of 7 +/- 2 items, with decay of 30 seconds to 2 minutes • Recognition is easier for us than recollection! • Use menus rather than keyed input • Prompts should provide formats for required data • Don’t require retyping of remembered info • Use pervasive, generic rules for common interactions, e.g., cut, copy, paste

  12. Memory Examples • CAD example • poor: delete template 5 • better: delete resistor template. • best: delete <select resistor icon> • Error recovery message example • poor: message telling user what to type in vanishes when typing starts • better: message maintained on display. • best: automatic error recovery

  13. Be Consistent • Size, color, wording, location, ordering of objects • Same command should always have same effect in different contexts. • Following convention helps • e.g., Cut/Copy/Paste • Seems easy but it’s often not followed • Useful since it allows user to generalize from their own experience

  14. Inconsistency • CMS - XEDIT Editor • in one context, D10 means “down 10 lines” • in another context it means “delete 10 lines” • Current selection (CS) in graphics editor • create a new object, it becomes CS • duplicate an object, the original remains CS • Macintosh dragging file operations? • folder on same disk vs. folder on different disk • file to trashcan vs. disk to trashcan

  15. Inconsistency - Example • Moving icon to file cabinet, mailbox, or trash causes icon to disappear (Xerox Star) • What to do when dragging a file icon to the printer icon? • delete the file icon (and thus the file) • the file icon disappears “into” the printer icon, from where it can be retrieved (printer icon is also a folder?) • return icon to original location

  16. Lexical Consistency • Make use of “words” consistent with common (real-world) usage • Examples: • red = bad/stop, green = good/go • left arrow = less, right arrow = more • Use consistent abbreviation/capitalization rules • CONTROL, CTRL, Ctrl, Control  which is it? • Use mnemonic names rather than codes • Use devices in the same way in all states • e.g., character delete key is always the same

  17. Syntactic Consistency • Error messages at same (logical) location in all situations • Give command first -- or last (e.g., after arguments to the command) • Don’t change ordering based on context! • The user will have more to remember • Menu items at same location in menu • Muscle memory helps the user here

  18. Semantic Consistency • Global commands should always be available: • Help • Cancel • Undo • Operations should always be valid on all reasonable objects • if object of class “X” can be deleted, so can object of class “Y” • if it can’t be deleted, the user will want to know why.

  19. Providing Feedback • Lexical • feedback on ‘words’ that are used, (the definition of a word) • Syntactic • feedback on grammar, i.e., the order in which ‘words’ are used (subject, action and object of a sentence are determined) • Semantic • feedback on the meaning of operations (the meaning of a sentence) • It is vital to provide clear, consistent, meaningful feedback to users based on their inputs • More…

  20. Lexical Feedback • Legal input in the input “language” • may be keyboard-based, mouse-based, voice-based, etc. • Using the right tokens, gestures, clicks, etc. • Feedback given using • Cursor movement (e.g., valid keypresses only generate cursor movement) • Cursor image (example… ) • Keyboard echo (e.g., don’t echo illegal words) • Selection highlighting, e.g., for cut & paste or changing text style

  21. Syntactic Feedback • Ensure that the sequence of “words” entered is grammatically valid • Feedback provided when the sequence is illegal • Examples… • Wrong number of arguments provided • Menu item under cursor in reverse video indicates it will execute if you release mouse button (absence of this means it will not execute)

  22. Semantic Feedback • Command is understood: • it may be helpful to restate the command, e.g., by echo or by highlighting the icon in some way • Command is underway: • provide a count-down or progress bar • makes the processing appear faster (placebo)

  23. Semantic Feedback (2) • Command is completed: • provide its results • prompt for next command • All three forms of semantic feedback are not always necessary • select one or more depending on the task of interest • Examples: • Progress bars not needed for short computations • Incomplete data might not be displayed

  24. Feedback Placement • Put feedback where the eyes are! • Examples… • Insertion point for text • Where the screen cursor is located. • Audio output can also provide useful feedback. • sounds on error, failure, success • voice, for more detailed responses • environmental conditions may not permit audio feedback

  25. Error Prevention • Preventing errors should take priority over correcting for them. Why? • Avoids “fear of failure” on the part of the user • Allows the user to work faster • Things to consider • Key placement (e.g., Apple Reset key vs Microsoft Windows key) • “distance” between commands • menu items or typed names • Suppress unavailable commands where appropriate • Confirm dangerous actions, e.g., delete files

  26. Error Correction • Lexical • typing mistakes (automatic in MS Word) • Syntactic • re-specify just the parameter in error, or • restart at beginning of command (may be necessary if dependent words are used) • Semantic • cancel the operation underway • undo previous command(s)

  27. Mismatch Between Designer & User Conceptual Models • Result in errors on the part of the user • Slow the user down • Result in a great deal of frustration on the part of the user • Coming up with good design models that mesh well with commonly held conceptual models is very difficult • Have to know a lot about the users requirements and typical characteristics

  28. Conceptual Models DO NOT ENTER Which way would you drive?

  29. Why are Design Guidelines Insufficient? • Too specific and/or too general • there may be a huge number of guidelines that are not specifically focused enough to provide useful help • A standard design might not address all the issues • Macintosh standard UI could be all dialog boxes and menus. Who is to say that this will be sufficient for the users?

  30. Usability Slogans • Beware of Slogans • Always catchy, rarely useful! • Examples… • Your best guess is not good enough! • The user is always right! • The user is not always right! • Users are not designers! • Designers are not users! • Less is more! • Details matter!

  31. Summary • UIs are hard to design - obviously! • Slogans do not really help • Guidelines can give us general principles to follow • Guidelines fail in that they can be hard to apply • too specific or too general • especially true for style guides

  32. Thank you!

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