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Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards, pointing devices, speech, displays

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Page 1: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Designing Graphical User Interfaces

Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin,

error messages

Interface hardware - keyboards, pointing devices, speech, displays

Page 2: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Direct Manipulation Interfaces Use of a pointing device to directly

manipulate visible objects on the screen resulting in real-time feedback Examples

Graphical user interfaces Office applications - wordprocessors and spreadsheets Desktop/windows interfaces for operating systems Web browsers

3D interfaces - virtual reality and games Tangible interfaces

Page 3: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Advantages of direct manipulation

Continuous representation of objects and actions relies on recognition rather than recall

Meaningful visual metaphors - can guess what to do and generalise from a few examples

Rapid actions through physical actions rather than complex syntax - offload cognitive effort onto motor skills

Immediate and reversible system response

Page 4: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Disadvantages of Direct Manipulation

Focuses the user on only the simple/most obvious parts of the interface

May encourage action rather than planning Can be time consuming for repetitive tasks May be difficult to combine commands into

new commands Requires space for a large display and

pointing device

Page 5: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Graphical User Interfaces (GUIs)

Dominant style of interface today Composed of widgets ...

WindowIconCursorMenusSliderForm

Dialogue BoxButtonsToolbarHotlinks

Page 6: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

For how not to do it

Check out the Interface Hall of Shame from from Isys Information Architects http://homepage.mac.com/bradster/iarchitect/shame.htm

Page 7: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Designing icons Represent object/action in a familiar

manner Limit number of different icons Make icons stand out from

background Ensure that selected icon is visible

from nearby unselected icons Design icon movement animation Add detail to show properties of the

object Design combinations of icons (e.g.

file and trashcan) Make part of a harmonious family

normal

selected

dragging

Page 8: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Designing Cursors

Design the cursor to provide feedback as to appropriate actions and progress

Page 9: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Designing Menus Choice of menu structure How to arrange items How to present items How to label items

Page 10: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Small single-level menus Pull-down and pop-up varieties Highlight potential selection Use natural ordering if there is one Don’t change positions of items Grey-out rather than remove

unavailable options Offer keyboard short-cuts for

experienced users Pie menu can give rapid selection

Open

Load Save

Close

Page 11: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Simplemenus

Pop up

Pull down

What is going on here?

Page 12: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Small menus using buttons

Menus can be made using buttons Radio buttons support one selection only Check boxes support multiple selections Embedded links in hypermedia Iconic menus and palettes Provide default selections

Page 13: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Large single level menus

Multiple columns where content allows Scrolling menus - one or two dimensional Alphasliders:

Actor: Connery, Sean

A C DE G H J KN O RS TV Z

Page 14: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Structured Menus

Menu sequences guide users through complex decisions one part at a time

Tree structured menus are commonly used for many choices with natural groupings

Speed up access for experienced users with: type-ahead (BLT approach) bookmarks, menu macros and toolbars

Page 15: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Task Related Grouping

Use information from Hierarchical Task Analysis Guidelines for forming menu trees

create groups of logically similar items form groups that cover all possibilities make sure that items are non-overlapping use familiar terms, but ensure items remain distinct

Guidelines for presenting items at each level consider ordering – importance or frequency keyword on the left

Page 16: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

A complex multi-level menu

Page 17: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Breadth or depth?

Depth = number of levels Ideally, no more than 3 to 4 levels More levels leads to navigation problems

Breadth = number of items per level Ideally, no more than 8 items/level More than this leads to scanning problems

Page 18: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Beyond this, broad generally better

than deepN = number of items

B = branch factor at each level

D = tree depth

Time to select item at each level, t = k + c * log b

Total traversal time, T = D * t However, also balance breadth and

depth according to system response time and display rate slow response time suggests

shallower slow display rate suggests narrower

B

D

N = BD

Page 19: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

A word about response times

System response times may vary greatly, especially when networks are involved Too slow - users are frustrated Too quick - users make mistakes The ideal varies with user and task

Visual indication of progress and estimated wait time is important for longer response times (e.g., web interfaces)

Page 20: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Menu maps and menu networks

Users may benefit from: printed menu maps cross-links that turn trees into graphs

But watch out for extra cognitive overhead

Page 21: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Designing Dialogue Boxes

Dialogue boxes used for complex actions and may combine menus, buttons and forms top-left to bottom-right sequencing clustering and emphasis small enough not to obscure background display close to appropriate background items clear how to complete and cancel

Page 22: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Exampledialoguebox

Page 23: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Designing Form Fillin Meaningful title Comprehensible but short instructions Logical grouping and sequencing of fields Visually appealing layout Familiar field labels Consistent terminology and abbreviations Visible space and boundaries for data entry Convenient cursor movement Error correction for characters and fields

Page 24: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Error prevention Error messages for unacceptable values Optional fields clearly marked Explanatory messages for fields Completion signal Special formats for coded fields

Telephone Times Dates Currency

But watch out for multiple nationalities

Page 25: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Designing Error Messages

Avoid words such as: ILLEGAL, BAD, ABORTED, ERROR, FATAL

Positive tone and suggest how to correct Enable additional information to be quickly accessed Opinions divide over optimum placement

near to source of error consistent position on screen dialogue box in middle of screen

Careful use of sound may help Do not embarrass the user

Page 26: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Repair Mechanisms

UNDO/REDO commands should be pervasive, applying to any operation where this is logically possible

UNDO/REDO should be inverse operations UNDO/REDO sequences can be useful

Page 27: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Style Guides Detailed guidelines for a specific software or organisational environment

Microsoft: msdn.microsoft.com/library Apple: developer.apple.com/techpubs/macosx/Essentials/AquaHIGuidelines

Example guidelines from apple Use pop-up menus to present up to 12 mutually exclusive choices that the user

doesn’t need to see all the time Don’t use pop-up menus

For more than 12 items; use a scrolling list For 4 or fewer items; use radio buttons When more than one selection is appropriate (such as text styles in which you

can select bold and italic); use checkboxes or pull-down menus in which checkmarks appear

Page 28: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Devices

Keyboards Pointing devices Visual displays

Page 29: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Keyboards

Layout Scholes (QWERTY) Dvorak and ABCDE

Page 30: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Ergonomic keyboards

Page 31: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Function keys, arrow keys and number pads Phone? Calculator? ATM?

Page 32: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

What is it?

Page 33: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Pointing devices Direct

lightpen touchscreen

Indirect mouse trackball joystick Touchpad and nipples

Page 34: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Visual Displays

Display technologies include: Raster-scan cathode ray tubes (CRT) Liquid crystal displays Plasma panels LEDs Video projection

Page 35: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Factors in choosing displays

Page 36: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,
Page 37: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Speech input

Speech input Single word versus continuous text Speaker dependent versus independent Useful when

hands are busy and/or eyes are occupied mobility is required difficulties using hands harsh or cramped conditions preclude use of

keyboard

Page 38: Designing Graphical User Interfaces Components of GUIs – icons, cursors, menus, dialogue boxes, form fillin, error messages Interface hardware - keyboards,

Speech output

Maybe useful when user has limited vision message is simple and short environment badly lit or vibrating user is mobile user is experiencing high G forces or anoxia

Watch out for interfering with human-human communication publicly revealing private interaction

Note use of sound as well as speech