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Writing Software Documentation A Task-Oriented Approach Thomas T. Barker

Writing Software Documentation A Task-Oriented Approach Thomas T. Barker . Chapter 13: Using Graphics Effectively Summary by Cornelius Farrell and Emily Werschay . Guidelines for Using Graphics Effectively. 1 . Identify needs for graphics by your users. 2 . Set graphics styles.

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Writing Software Documentation A Task-Oriented Approach Thomas T. Barker

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  1. Writing Software DocumentationA Task-Oriented Approach Thomas T. Barker Chapter 13: Using Graphics Effectively Summary by Cornelius Farrell and Emily Werschay

  2. Guidelines for Using Graphics Effectively • 1. Identify needs for graphics by your users. • 2. Set graphics styles. • 3. Revise and edit. • 4. Revise for typography.

  3. 1. Identify Needs for Graphics by Your Users • Graphics should support user questions • Help the user locate and operate the features of the program • Encourage education, guidance, and support • For novice to experienced users, use more cartoons and animations. • For experienced to expert users, use technically-oriented charts and diagrams.

  4. Where Is It? • Use graphics to help the user locate buttons, rulers, sliders, check boxes, menu commands, and other interface elements on the screen. • Making things visible means: • Show the User Where to Look to Perform Tasks • Show Concrete Versions of Abstract Things • Make Visuals Clear

  5. What Is It? • Define unfamiliar concepts using examples and metaphors. • Examples show documents, reports, and printouts. • Metaphors allow users to know something without having to learn it from scratch.

  6. How Do I Do It? • Demonstrate and support sequential actions with step-by-step images to help the user build a mental model of the process before performing it.

  7. Where Am I? • Access Indicators tell users where information fits into the organized whole. • Progress Indicators keep track of pacing and lessons.

  8. What’s the Big Picture? • Users need to know the structure of a program. • Beginners need it because they don't have a store of knowledge. • Experienced users may need reminders of how programs work. • Expert users may never have worked with this particular program, but they expect the structure to exist.

  9. Overall Program Diagrams illustrate program system components to show the flow of information. • Menu Maps consist of program menus arranged in the same structure as they appear in the program interface. • Conceptual Overviews reinforce the ideas of how to use a program. • Use generic figures and easy-to-identify images. • Embody the mental mold of use to predict successful user actions. • Simplify use concepts, but make the images visually interesting.

  10. How to Use the Manual • Use graphics to reinforce the big picture of your manual or online help system and route users to the right section of your manual.

  11. 2. Set Graphics Styles • Use the same types and fonts and the same arrow, box, and frame styles throughout your document. • Establish these standards early in the project. • Communicate the standards. • Keep your standards updated.

  12. 3. Revise and Edit • Revise your draft based on the standards you have established. • Focus on correctness and consistency. • Focus on detail including small spaces, alignment, etc. • Give your graphics clear purpose so the visual element does not confuse the user.

  13. Ask yourself these questions? • Should you use graphics as much as possible? • Should you associate each task with an image? • Barker believes the answer is “NO” • Users have a craving for the name of the thing (a word) rather than the thing itself (a picture) • Words complete the user’s sense of control • Strive for balance

  14. Titles • Not all images or screens require titles. • Follow these guidelines for creating titles for your graphics: • Number the titles sequentially. • List numbers and titles in the front of the manual • Don’t use the same graphic over and over • Use boldface titles, sometimes enlarged, in body-text style

  15. Labels • Often called callouts, labels direct the user to the correct and informative parts. • Follow these guidelines for labeling your graphics: • Explain most or all figures • Place callouts outside the image or screen • Use consistent capitalization • Label the components of screens used for presenting overviews and screen objects • Keep captions brief • Make terminology consistent with the text

  16. Placement • Placement relates to where you put images on the page or screen. • Follow these guidelines for placing graphics: • Position table and figure titles consistently • Obey the text margins • Set aside a region for graphics • Always place graphics as close to or following the text they relate to

  17. Rules and Lines • Rules and lines help define the communications space and give your page structure. • Follow these guidelines: • Keep lines straight and of the same value • Use large enough arrows • Make rules and lines straight and neat • Make rules conform to the style of headers • Use rules to hierarchies of information in your text • Use grayscale rules when you don’t want to waste ink and you need to save disk space. • Use rules sparingly in help screens

  18. Size • Images that the user can’t read clearly are unhelpful in a manual. • Follow these guidelines: • Use screens and icons liberally • Try to keep your illustrations on one page • Flip oversized illustrations 90 degrees • Keep it within the margins • If a screen takes up two columns, try to position it so that it falls with the margins of the two columns • Crop pictures for maximum impact • Design a hierarchy of sizes • Make it large enough to show up with a minimum of about 3 to 5 inches in width • Give images enough white space/soft boundaries • 1/2 inch white space around figures • 1/8 to 1/4 inch around screens

  19. Colors • Though colors can add to the appeal and impact of your manuals, they should relate clearly to the scheme of information you have designed. • Follow these guidelines in using color: • Relate color schemes to patterns of information • Keep elements the same tones of gray or the same families of intensity • Use a single color for bars along paper edges • Avoid “reserved” colors

  20. 4. Revise for Typography • Follow these guidelines for the proper use of typography in creating a manual or online help system: • Make important things larger • Make important things darker • Make important things central • Make important things sharper • Align related things • Put first things left, later things right

  21. Discussion

  22. Showing How Tools Apply to the Workplace • The interface of a computer contains many tools called interface elements. Support the operation of these tools in two ways : • 1. Using images of the actions taking place • 2. Using tables showing the commands, the objects and their definitions

  23. Show Results of Software Operations • Teaching • Accompanies the illustration of the tool in use • Guidance • Accompanies the most important step of a procedure • Reference • Shows specific screens or other results the reader should see when the function is used

  24. Present Overviews to Integrate Software with Workplace Activities • Overviews help the user to fit the procedures into his or her existing mental framework • Task oriented documentation often uses cartoons or drawings of various elements with process arrows to show how things fit together • Works well in installation sections • Help systems have overviews built in because of the interactive nature of the screen • Icons show different elements of the help system the user can choose from • Graphics help explain how users should read pages • Greatly increase the usability of manuals

  25. Suggest Functions and Uses • Design to capture a typical-use scenario or workplace activity • Outline the most common use of the program • These are the actions and activities the program is designed to support

  26. Make the Abstract Concrete Through Metaphors • Graphics that convey abstract concepts help the user see the invisible • They help the user to see complex actions that would be difficult to communicate in the written word • Often get put in special reference sections • Often images conveying abstract concepts portray a central metaphor of a program

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