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    The Essential Guide toUser Interface Design

    Third Edition

    An Introduction to GUI Design Principles andTechniques

    By Wilbert O. Galitz

    Power Point Slides prepared by Wilbert O. Galitz

    Copyright 2007 by John Wiley & Sons, Inc. all rights reserved.

    Reproduction or translation of this work beyond that permitted in Section 117 of the1976 United States Copyright act without the expression of the copyright owner is

    unlawful. Request for further information should be addressed to the PermissionsDepartment, John Wiley & Sons, Inc. The purchaser may make back-up copies forhis/her own use and not for distribution or resale. The Publisher assumes noresponsibility for errors, omissions, or damages caused by the use of these programsor from the use of the materials contained herein.

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    THE ESSENTIAL GUIDE TO USERINTERFACE DESIGN

    Wilbert O. Galitz

    PART 1 - The User InterfaceAn Introduction and Overview Chapter 1 - The Importance of the User Interface Chapter 2 - Characteristics of Graphical and Web User Interfaces

    PART 2 - The User Interface Design Process Step 1 - Know Your User or Client Step 2 - Understand the Business Function Step 3 - Understand the Principles of Good Interface and Screen Design Step 4 - Develop System Menus and Navigation Schemes Step 5 - Select the Proper Kinds of Windows Step 6 - Select the Proper Interaction Devices Step 7 - Choose the Proper Screen-Based Controls

    Step 8 - Write Clear Text and Messages Step 9 - Provide Effective Feedback and Guidance and Assistance Step 10 - Provide Effective Internationalization and Accessibility Step 11 - Create Meaningful Graphics, Icons and Images Step 12 - Choose the Proper Colors Step 13 - Organize and Layout Windows and Pages Step 14 - Test, Test, and Retest

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    PART 1Chapter 1

    THE IMPORTANCE OF THE USERINTERFACE

    Overview

    Defining the User Interface

    The Importance of Good Design

    The Benefits of Good Design

    A Brief History of the Human Computer Interface

    Introduction of the Graphical User Interface

    The Blossoming of the World Wide Web

    A Brief History of Screen Design

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    Chapter 2

    CHARACTERISTICS OF GRAPHICAL

    & WEB INTERFACESChapter Overview Interaction Styles

    The Graphical User Interface The Popularity of Graphics

    The Concept of Direct Manipulation Advantages / Disadvantages Characteristics of the Graphical User Interface

    The Web User Interface The Popularity of the Web Characteristics of a Web Interface

    The Merging of Graphical Business Systemsand the Web

    Characteristics of an Intranet vs. Internet Extranets Principles of User Interface Design Principles for the Xerox STAR

    General Principles

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    Chapter 2

    INTERACTION STYLES

    Command Line

    Menu Selection

    Form Fill-in Direct Manipulation

    Anthropomorphic

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    Chapter 2

    THE CONCEPT OF DIRECT

    MANIPULATION

    Term Shneiderman 1982

    System is portrayed as extension of real world

    Continuous visibility of objects and actions Virtual reality (Nelson, 1980) WYSIWYG (Hatfield, 1981)

    What you see is what you get

    Actions are rapid and incremental with visible display of

    results Incremental actions are easily reversible

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    Chapter 2

    THE CONCEPT OF DIRECT

    MANIPULATIONIndirect Manipulation

    Results from:

    Operations being difficult to conceptualize in thegraphical system

    Graphics capability of the system being limited

    Amount of space available for placing manipulationcontrols in the window border being limited

    Difficulties for people to learn and remember all thenecessary operations and actions

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    Chapter 2

    GRAPHICAL SYSTEMS

    Advantages

    Symbols recognized faster than text

    Faster learning

    Faster use and problem solving Easier remembering

    More natural

    Exploits visual/spatial cues

    Fosters more concrete thinking Provides context

    Fewer errors

    Increased feeling of control

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    Chapter 2

    GRAPHICAL SYSTEMS

    Advantages (Continued)

    Immediate feedback

    Predictable system responses

    Easily reversible actions

    Less anxiety concerning use

    More attractive

    May consume less space

    Replaces national Easily augmented with text

    Low typing requirements

    Smooth transition from command language system

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    Chapter 2

    GRAPHICAL SYSTEMS

    Disadvantages

    Greater design complexity

    Learning still necessary

    Lack of experimentally-derived design principles

    Inconsistencies in technique and terminology

    Working domain is the present

    Not always familiar

    Human comprehension limitations Window manipulation requirements

    Production limitations

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    Chapter 2

    GRAPHICAL SYSTEMS

    Disadvantages (Continued)

    Few tested icons exist

    Inefficient for touch typists Inefficient for expert users

    Not always the preferred style of interaction

    Not always the fastest style of interaction

    Increased chances of clutter and confusion

    The futz and fiddle May consume more screen space

    Hardware limitations

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    Chapter 2

    GRAPHICAL SYSTEMS

    Some Studies and a Conclusion

    The design of an interface, and not its interaction style, isthe best determinant of ease of use

    User preferences must be considered in choosing aninteraction style

    In the overwhelming majority of cases, words are moremeaningful to users than icons

    The content of a graphic screen is critical to itsusefulness

    The wrong presentation or a cluttered presentation may actuallylead to greater confusion, not less

    The success of a graphical system depends on the skillsof its designers in following established principles ofusability

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    Chapter 2

    THE WEB USER INTERFACE

    The Popularity of the Web

    Characteristics of a Web Interface

    GUI Versus Web Page Design (Table 2.2)

    Printed Pages Versus Web Pages Page Size

    Page Rendering

    Page Layout

    Page Resolution

    User Focus

    Page Navigation

    Sense of Place

    Page Independence

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    Chapter 2

    MERGING OF GRAPHICAL

    BUSINESS SYSTEMS AND THE WEB Characteristics of anIntranet vs. the Internet

    Users

    Tasks

    Type of InformationAmount of

    Information

    Hardware andSoftware

    Design Philosophy Extranets

    Page Versus ApplicationDesign

    Familiarity

    Flexibility

    Forgiveness

    Predictability

    Recovery

    Responsiveness

    Simplicity

    Transparency

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    Chapter 2

    PRINCIPLES OFUSER INTERFACE DESIGN

    Principles for the Xerox STAR

    The illusion of manipulable objects

    Visual order and viewer focus

    A match with the medium

    Revealed structure

    Consistency Appropriate effect or emotional impact

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    Chapter 2

    PRINCIPLES OFUSER INTERFACE DESIGN

    General Principles

    Accessibility

    Aesthetically Pleasing

    Availability

    Clarity

    Compatibility

    Configurability

    Consistency Control

    Directness

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    Chapter 2

    PRINCIPLES OFUSER INTERFACE DESIGN

    General Principles (Continued)

    Efficiency

    Familiarity Flexibility

    Forgiveness

    Immersion

    Obviousness

    Operability

    Perceptibility

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    Chapter 2

    PRINCIPLES OFUSER INTERFACE DESIGN

    General Principles (Continued)

    Positive First Impression

    Predictability

    Recovery

    Responsiveness

    Safety

    Simplicity

    Transparency

    Trade-offs

    Visibility

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Accessibility

    Systems should be designed to be usable,

    without modification, by as many people aspossible.

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Aesthetically Pleasing

    Provide visual appeal by:

    Providing meaningful contrast between screenelements

    Creating groupings

    Aligning screen elements and groups

    Providing three-dimensional representation Using color and graphics effectively and simply

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Availability

    Make all objects available at all times.

    Avoid the use of modes.

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Clarity

    The interface should be visually, conceptually, andlinguistically clear, including:

    Visual elements

    Functions Metaphors Words and text

    Compatibility

    Provide compatibility with the following: The user The task and job

    The product

    Adopt the users perspective.

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Configurability

    Permit easy personalization, configuration, and

    reconfiguration of settings. Enhances a sense of control

    Encourages an active role in understanding

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Consistency

    A system should look, act, and operate the samethroughout. Similar components should:

    Have a similar look Have similar uses

    Operate similarly

    The same action should always yield the same result.

    The function of elements should not change. The position of standard elements should not change.

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Consistency (Continued)

    Inconsistency causes: More specialization by system users

    Greater demand for higher skills

    More preparation time and less production time

    More frequent changes in procedures

    More error-tolerant systems (because errors are more likely)

    More kinds of documentation

    More time to find information in documents

    More unlearning and learning when systems are changed

    More demands on supervisors and managers

    More things to do wrong

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Control

    The user must control the interaction.

    The context maintained must be from the perspectiveof the user.

    The means to achieve goals should be flexible andcompatible with the user's skills, experiences, habitsand preferences.

    Avoid modes because they constrain the actionsavailable.

    Permit the user to customize the interface but providedefaults.

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Familiarity

    Employ familiar concepts and use a language that is familiarto the user

    Keep the interface natural, mimicking the users behavior patterns

    Use real-world metaphors

    Flexibility

    A system must be sensitive to the differing needs of its users,enabling a level and type of performance based upon:

    Each users knowledge and skills

    Each users experience

    Each users personal preference

    Each users habits

    The conditions at that moment

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Forgiveness Tolerate and forgive common and unavoidable

    human errors

    Prevent errors from occurring whenever possible

    Protect against possible catastrophic errors When an error does occur, provide constructive

    messages

    Immersion A state of mental focus so intense that awareness

    and sense of the real world is lost

    Foster immersion within tasks

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Obviousness

    A system should be easily learned and understood: What to look at

    What it is

    What to do When to do it

    Where to do it

    Why to do it

    How to do it

    Flow of actions, response, visual presentations, andinformation should be:

    In a sensible order

    Easy to recollect

    Easy to place in context

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Operability

    Ensure that a system's design can be used by

    everyone, regardless of a person's physicalcapabilities.

    Perceptibility

    Ensure that a system's design can be perceived,regardless of a person's sensory capabilities.

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Positive First Impression

    Create a positive first impression of the system. Points of prospect

    Minimal barriers

    Progressive lures

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Predictability

    The user should be able to anticipate the

    natural progression of each task. Provide distinct and recognizable screen elements Provide cues to the result of an action to be

    performed

    All expectations should be fulfilled uniformlyand completely.

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Recovery

    A system should permit: Commands or actions to be abolished or reversed

    Immediate return to a certain point if difficulties arise

    Ensure that users never lose their work as a result of: An error on their part Hardware, software, or communication problems

    Responsiveness

    The system must rapidly respond to the users requests. Provide immediate acknowledgment for all actions:

    Visual Textual

    Auditory

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Safety

    Protect the user from making mistakes.

    Provide visual cues Reminders

    Lists of choices

    Other aids as necessary

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Simplicity

    Provide as simple an interface as possible.

    Five ways to provide simplicity:

    Use progressive disclosure, hiding things until theyare needed

    Present common and necessary functions first

    Prominently feature important functions Hide more sophisticated and less frequently used functions

    Provide defaults Minimize screen alignment points

    Make common actions simple at the expense ofuncommon actions being made harder

    Provide uniformity and consistency

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Transparency

    Permit the user to focus on the task or job, withoutconcern for the mechanics of the interface.

    Workings and reminders of workings inside the computer shouldbe invisible to the user

    Trade-Offs

    Final design will be based on a series of trade-offs

    balancing often-conflicting design principles. Peoples requirements always take precedence over

    technical requirements.

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    Chapter 2

    GENERAL DESIGN PRINCIPLES

    Visibility

    A system's status and methods of use should be

    clearly visible. Improve visibility through

    Hierarchical organization

    Context sensitivity