Interface Design Principles and Guidelines

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Transcript of Interface Design Principles and Guidelines

Material preparado por: Dr. Jorge Adolfo Ramírez Uresti

Cs5034

Interface Design – Principles and

Guidelines

Metaphores

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Based on the real-world.

Easy to understand.

Take advantage of users’ previous knowledge.

Allow the user to perform actions in an interface.

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Direct Manipulation

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Users want the control of all computer actions.

People expect that their physical actions provide a

physical result or outcome.

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Seeing and pointing

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Recall not memorize. See, recall and point.

No typing.

Select one of the actions available on screen.

User is not a programmer. May not know the command-line.

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Consistency

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Internal and External Consistency

Same type of icons.

Same form for representing actions.

Allows the transference of users’ skills between several

programs.

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What you see is what you get (WYSIWYG)

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Whatever is displayed on screen is printed out.

Immediate feedback.

No need for using or memorizing commands.

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User’s Control

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The users starts and controls all actions.

Action (user) -> reaction (computer)

Risk cases:

Computer asks the user what to do.

Users are responsible for decisions.

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Feedback and Dialog

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User must be informed of the system’s status.

Immediate feedback. Visual effects.

Sound.

Brief and direct messages.

Non-technical language.

Reduce complex activities. Simple steps.

Small steps.

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Excuse Errors

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User learns through exploration.

Errors while exploring = excused

Forgiveness

Undo actions.

Inform before performing an action that cannot be undone.

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Noticeable stability

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Users comfortable in a non-changing environment.

Consistent graphic elements.

Visual marks.

Unabled elements do not disappear without notice.

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Aesthetics

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Screens: Atractive.

Clear.

Simple.

Consistent.

Different objects -> different appearance.

Visually rich situation -> graphic designer.

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General Design Guidelines

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Text

Avoid large paragraphs.

Small and Concise regions.

Graphs

Communicate not impress -> simple graphs.

Must be situated in a context.

Use them from the beginning of design.

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Exercises (Teams of 3):

1. Select a WYSIWYG program and one that does not

met this criteria.

Discuss 3 advantages and 3 disadvantages of each program.

2. Select a program that allows “seeing and pointing”

and one that does not.

What advantages and disadvantages have each one?

3. Design a screen using metaphores for selling books

and stationary. It should include an agent that helps in

the process.

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Erroneous Metaphores

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Programs whose metaphores does not match its intended use.

Disorient the user.

Make the user believe an action can be done when it cannot.

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