Week 9 Design-Rules
Week 9 Design-Rules
DESIGN
DESIGN
DESIGN
DESIGN
RULES
DESIGN RULE Designing for maximum usability
– the goal of interaction design
• Principles of usability
• general understanding
Design rules are the form of standards
and guidelines providing direction for • Standards and guidelines
designers in order to enhance the • direction for design
interactive properties of the system.
• Design patterns
• capture and reuse design knowledge
DESIGN RULE
TYPES OF DESIGN RULE
PRINCIPLES TO SUPPORT USABILITY
THE GOLDEN RULE
types of design rules
1.Learnability
Concerned with interactive system features, which aid novice
users to learn quickly and also allows steady progression to
expertise.
For example, closing a document should always allow the user to save For example, when the user makes a payment he expects to receive a receipt,
changes not saved already. otherwise he will think that the transaction failed or that he is been scammed.
Principles of Learnability
Familiarity Generalizability
How prior knowledge applies to new This interactive design principle provides
system, or make use of the new users past support for users to extend knowledge of
experience with other applications; specific interaction within, and across
affordance applications, to new, but similar situations.
For example, A recycle bin is a familiar item in the real world and For example, cut/copy/paste/save operations within Microsoft Office
recycle bin icon immediately suggests its function. applications use of same short-cut keys.
Principles of Learnability
Consistency
To support generalizability, consistency is
essential and is probably one of the most
widely applied design principle in user
interface design.
Consistency between application is always
favorable, however consistency within an
application is essential.
For example, a user expects a radio button to allow only one choice of the available options.
Principles to Support Usability
2. Flexibility
The variety of ways the user and system exchange information
MENU
PLAY/PAUSE
FAST-FORWARD
REWIND
SELECT
For example, user should be able to abandon, suspend or resume. tasks For example, a word processor allow multiple documents to be open, but only
at any point. one can be worked on at any instant.
Principles of Flexibility
Task migratability Substitutivity
The ability to pass control for the The extent to which an application allows
execution of a given task so that it equivalent input and output values to be
becomes either internalized by the user substituted for each other
or the system or shared between them
For example, It is a waste of time for a user to manually check a very For example, values in output both digital and analog, output/input
long document and correct. A spell checking facility in a word processing
application can check words against its own computerized dictionary.
Principles of Flexibility
Customizability
The ability of the user or the system to
modify the user interface.
Adaptivity can be automated but in order
to be able to provide such user-centred
system behaviours the system should be
trained to distinguish an expert's
behaviour from a novice user's behaviour.
3.Robustness
The level of support provided the user in determining successful
achievement and assessment of goal-directed behavior
For example, if the system is performing a time consuming operation, For example, Error recovery can be achieved in two ways, forward (negotiation)
the current status of the operation should be displayed - a web browser and backward (undo).
will indicate the on-going status of a page download.
Principles of Robustness
Responsiveness Task conformance
a measure of the rate of communication The extent to which the system services
between the user and the system. support all the tasks the user would wish to
perform and in the way the user would wish
to perform.