GUIDELINES, PRINCIPLES, AND THEORIES Flexibility for user control of data display
Guidelines – specific and practical c) Getting the user's attention
Cures for design problems 7 issues that can be used to draw user’s attention:
Cautions for potential danger Intensity: Use high intensity to draw attention
Reminders based on experience Marking: e.g. underlining, using arrows, boarders,
etc.
Principles – mid-level (abstract design Size: Use large fonts to draw attention
rules)
Choice of fonts: Use exceptional font styles to draw
Analyze and compare competing Designs attention
Theories – high level Blinking: Use blinking to draw attention (careful!)
(includes models) Color: Use exceptional colors to draw attention
Limited application Audio: Use harsh sounds for exceptional conditions
Specific design rules d) Facilitating data entry
5 high-level objectives should be pursued in order
to best facilitate data entry:
WEB DESIGN GUIDELINES
Consistency of data-entry transactions.
a) Navigating the interface Minimal input actions by user.
Minimal memory load on users.
- 6 rules (examples) of how to enhance the
Compatibility of data entry with data
ease of interface navigation: display.
Standardize task sequences. Flexibility for user control of data entry
Ensure that links are descriptive. PRINCIPLES
Use unique and descriptive headings.
Use radio buttons for mutually Are more fundamental, widely
exclusive choices. applicable and enduring than
Develop pages that will print guidelines.
properly.
• Problem: Clarification is more important in
Use thumbnail images to preview
order to ensure consequent interpretation.
larger images.
b) Organizing the display
5 high-level goals of display organization: • Tasks/principles that may be
Consistency of data display.
Efficient information assimilation by the user.
performed/followed as part of
Minimal memory load on the user. most UI projects:
Compatibility of data display with data entry.
Creates a visual representation of the “world of action”.
1. Determine users' skill levels • Pros: Users work with familiar objects in a familiar
- Every designer should start with trying to way, reduced time-to-learn, reduced error rate, high
understand the intended user. retention over time, encourages exploration.
Determining the user skill level is especially • Cons: Not suitable for every scenario, may be too
important. complicated and slow, may be hard to realize
(program), requires pointing devices.
1. Skills in regard to interface usage in general
• Skill Level: Novice and intermittent users, possibly
2. Skills in regard to the particular
experienced frequent users
application/task domain •
Navigation and menu selection
Start with classifying your users into one of 3
groups: Users are provided with a list of items, may select an
item appropriate to their task and observe the effect.
1. Novice or first-time users
• Pros: Tasks can be accomplished with little learning.
2. Knowledgeable intermittent users
• Cons: Danger of clutter (too many options, menus),
3. Expert frequent user may slow down frequent users.
-Novice or first-time users (Know neither the • Skill Level: Novice and intermittent users, possibly
interface concepts nor the task domain (novice experienced frequent users.
users). Form fill-in
- Knowledgeable intermittent users(They have stable The user enters data into text fields, text areas etc.
task concepts and broad knowledge of interface
concepts, but they may have difficulty retaining the • Pros: Makes data entry easier than with menus.
structure of menus or the location of features.) • Cons: The user is required to understand the field
- Expert frequent users(Are thoroughly familiar with the labels.
task concept and general interface concepts. • Main • Skill Level: Knowledgeable intermittent users and
goal of such “power users” is to get work done fast and expert frequent users.
efficiently.)
Command Languages
2. Identify the tasks The user types commands in order to accomplish the
required task.
-Answer the question: What tasks are carried out by
the user? • Pros: Very flexible, supports user initiative, puts the
user into control.
• This process often involves interviewing and observing
the user, which also helps to understand the task • Cons: High error rates, poor error handling, requires
frequencies and sequences. substantial training and memorization.
• Start with high-level tasks, decompose them into • Skill Level: Expert frequent users
smaller steps and finally atomic actions
Natural Languages
Use natural language in order to accomplish the
3. Choose an interaction style
required task.
Direct Manipulation
• Pros: Users do not need to learn a syntax.
• Cons: Clarification dialog required (what to do next?).
• Skill Level: Possibly everyone, in particular
intermittent users that are not able to learn complex
syntax
4. The Eight Golden Rules of
Interface Design
1. Strive for consistency
2. Seek universal usability
3. Offer informative feedback
4. Design dialogs to yield closure
5. Prevent errors
6. Permit easy reversal of actions
7. Keep users in control 8. Reduce short-term
memory load
5. Prevent errors
6. Ensuring human control while
increasing automation
Automation
– Increases familiarity
– Increases over time
– Improves speed
• Why have humans if we can automate tasks?
– Real world is an open system
– Computers are closed system
• Humans are there for:
– Unexpected situations
– Preserve safety
– Avoid failures
– Increase product quality