3461 design principles and guidelines hints for good design

32
3461 Design Principles and Guidelines Hints for good design

Upload: sheena-norton

Post on 26-Dec-2015

221 views

Category:

Documents


4 download

TRANSCRIPT

Page 1: 3461 Design Principles and Guidelines Hints for good design

3461

Design Principles and Guidelines

Hints for good design

Page 2: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 3: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 4: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 5: 3461 Design Principles and Guidelines Hints for good design

3461

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…

Page 6: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 7: 3461 Design Principles and Guidelines Hints for good design

3461

Graphic Design & Color Choice (2)

Keep related objects together Appropriate alignment & spacing (readability) Decorations can provide extra information.

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

Page 8: 3461 Design Principles and Guidelines Hints for good design

3461

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…

Page 9: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 10: 3461 Design Principles and Guidelines Hints for good design

3461

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!

Page 11: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 12: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 13: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 14: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 15: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 16: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 17: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 18: 3461 Design Principles and Guidelines Hints for good design

3461

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.

Page 19: 3461 Design Principles and Guidelines Hints for good design

3461

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…

Page 20: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 21: 3461 Design Principles and Guidelines Hints for good design

3461

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)

Page 22: 3461 Design Principles and Guidelines Hints for good design

3461

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)

Page 23: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 24: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 25: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 26: 3461 Design Principles and Guidelines Hints for good design

3461

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)

Page 27: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 28: 3461 Design Principles and Guidelines Hints for good design

3461

Conceptual Models

DO NOTENTER

Whichway wouldyou drive?

Page 29: 3461 Design Principles and Guidelines Hints for good design

3461

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?

Page 30: 3461 Design Principles and Guidelines Hints for good design

3461

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!

Page 31: 3461 Design Principles and Guidelines Hints for good design

3461

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

Page 32: 3461 Design Principles and Guidelines Hints for good design

3461

Thank you!