Topic 7 - Introduction To Interface Design
Topic 7 - Introduction To Interface Design
Modern interface designers now have a great deal of experience in the design and
implementation of effective Human Computer Interfaces.
As a result there are a number of “good” or “accepted” design principles that have
become an integral part of most well designed interfaces.
Metaphors
The users existing knowledge of the world around them can be exploited within
interface design by the use of metaphors.
Using metaphors that involve concrete, familiar ideas that make the metaphor
understandable, allows the user to apply previous life expectations to the computer
environment. For example:-
a) People often use file folders to store paper documents in offices. Therefore, it makes
sense to store computer documents in computer-generated folders that look like file
folders.
See-and-Point
By allowing the user to interact directly with the interface, selecting objects and
performing activities by using a pointing device, typically a mouse, a number of design
principles are realised:-
a) Minimising Memorisation
Consistency within an interface, or set of program interfaces, allows the user to transfer
their knowledge and skills from one application to another.
a) A reduction in the time taken for the user to feel at ease with the package.
Many standards have already been accepted and should be followed when designing an
interface. E.g. menus, icons, scroll bars etc.
Features of the application should not be hidden by the use of abstract commands. E.g.
Old DOS Syntax.
The user should be able to see what they need, when they need it.
Menus present a good example of WYSIWYG, they present a list of commands so that
the user can see the available choices instead of having to remember and type
command names.
The user should be able to find all the available features of the application easily.
When the user requires printed output from the system, there should be no significant
difference between what the user sees displayed on screen and the printed output
produced.
The user and not the system should initiate and control system actions.
For situations where a user may destroy data accidentally, an appropriate warning
message should be included. This protects the user but allows the user to remain in
control.
Feedback and Dialog
Clear and immediate feedback should always be provided for any action instigated by
the user.
This goes hand in hand with increased user control, as the more control the user has, the
more feedback and dialogue the user needs in order retain control.
Failure to provide feedback may cause the user discomfort and reduce the user control.
Forgiveness
Forgiveness means that the actions of the computer are generally reversible.
(Reversibility being yet another key interface design principle)
The creation of safety nets on system interfaces is thus essential. E.g. ”Undo” functions.
(It also allows the user to feel more comfortable using the system)
Users should always be warned before they initiate a task that will cause irretrievable
data loss.
Interface Text.
The effective use of “typography” will ensure the textual content of any interface is
legible.
Typography includes the characteristics of individual elements (fonts and styles) and
their groupings (typesetting techniques).
Buttons and Icons are often used on graphical user interfaces, there are however
guidelines that should normally be applied:-
Button Design Guidelines: -
Use of Colour.
Colour can easily be misused within an interface; this is because humans naturally attach
meaning to the colours used.
If colours are selected purely for decorative purposes, it is likely that incorrect signals
will be sent to the user.
Careful research should thus be undertaken into the correct use of colour for any
interface.
Perceived Stability.
As computers can introduce a new level of complexity to the user, a good interface will
attempt to create an environment that is understandable, familiar and predictable.
A feeling of perceived stability is thus achieved by using consistent graphical elements
(menu bars, window boarders etc) which maintain the illusion of stability with the user,
throughout the execution of the application.
Modelessness
Good Interface design will avoid the use of modes (e.g. where a particular application’s
mode restricts the users options to only one or two specific tasks, while the application
is in that mode)
In contrast Modelessness allows the user to perform more than one operation at a time,
increasing control.
This preserves the user’s ability to be in control of both system tasks and order of
operation.
Recommended Reading: -