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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