HMI Design Process EN
HMI Design Process EN
7.3 Don’t waste time with effects 1.6 Start early with your HMI design 2.3 Identify and prioritize use cases
that are just for show
in 7 steps
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The HMI design process in 7 steps
Steps Chapter Tips Chapter Tips
Rethinking You can sum up the essence of good Collect and save good ideas so that you
1 1.2 Design is not an art but a craft design in a few rules and principles that 1.5 Be inspired by good ideas of others can adapt them for a new context at a
HMI design you can learn to use. later point in your project.
Designing is exploring: creating and HMI design doesn’t need a huge budget,
1.3 Expect detours and iterations discarding different solutions is part of 1.6 Start early with your HMI design but it needs some time – so start well
the process. before the machine is ready.
The initial task is to create quick sketches of The work environment impacts the design.
3.1 Start with pen and paper first concepts. Working at the computer will 3.4 Pay attention to the “light switches” Physical and organizational aspects matter
tempt you to lose yourself in the details. as much as devices.
Sketching the Plan your HMI the way you would plan Condo or mansion? How many rooms and
You should explore several approaches that
3 3.2
a house
floors does the house need? Where do you 3.5 Design three true alternatives have different concepts and functionality.
“Big Picture” want the doors and other features?
Which functions have a high relevance and Getting feedback from an outside point
3.3 Sketch the essential screens first frequency? Where is the best place to put 3.6 Discuss your designs with others of view is important for assessing which
them? approach to follow in the detailed design.
Your first goal is to create a prototype that Aligning elements to optical guides and
you can test with users and that you can Pay attention to alignment and creating space around components,
4.1 Build a model; then build the house optimize. Then you can build your interfaces
4.4 text, and frames will improve the overall
spacing
for the screen. appearance of your design.
Designing Use modules, templates, and You can assemble a prototype very effi- A functional and visually well-designed
4 4.2
mock-ups
ciently with “prefab” components – styling 4.5 Use a dashboard dashboard is an easy way to create a “wow”
visuality will take place later. effect with users and is fun to work with.
When your interfaces get too crowded, Important standard interactions that need
sort functions according to priority and Don’t forget about analog buttons and to be accessible at all times can be imple-
4.3 Avoid cluttered interfaces group secondary functions in tabs or
4.6 mented as hardware buttons and switches
interactions
subscreens. to complement the touch interface.
interaction
The design and labeling of input boxes will Animated content should always provide
Prevent user mistakes wherever Use animated content for added value,
5.3 help users work with your HMI without 5.6 additional, relevant information and be
you can making mistakes. not for its own sake functional and support users in their work.
As a designer, you are certain your HMI is On-site testing will help motivate users,
6.1 Test your prototype with your users absolutely brilliant. But what really matters 6.4 Test your prototype on-site and informal feedback like frowns and smiles
is what the users think of it. will help you identify issues in your HMI.
Test the most important use cases with Document the results in a concise Ask users to name 5 things that they like
five users in no more than one hour. This
6.3 Focus on the most important aspects should be sufficient to identify the bulk of
6.6 report to support the implemen- or dislike and the 3 top improvements they
tation of the user feedback would like to see in your HMI.
the issues in your HMI design.
As a rule, 3D effects and color gradients Archive insights and assets that you can use
Don’t waste time with effects that are
7.3 seldom have merit, and they should be 7.6 Think ahead in future projects, such as user personas,
just for show used only when they do. basic designs and elements, and so on.
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