User Interface Design Principles


Goals


User-Centered Design Principles

  1. Place the user in control
  2. Reduce a user’s memory load
  3. Make the user interface consistent

1- Place a User in Control


Avoid modes

Modes force the user to focus on the way the application works rather than on the task they are trying to perform. Asking a user if they wish to View or Update a database record is an example of a mode. If the user has the authority to update the database record display the dialog that allows the user to update that record.

There are cases where a modal dialogs are acceptable, the following are some examples:


Display descriptive and helpful messages

Design messages that is descriptive and helpful. Avoid displaying messages that contain obscure system information.

For example: If a printer runs out of paper Do Not display a message that tells the user that the device is not ready; Instead display a message that informs the user that the printer has run out of paper.

Avoid confusing messages like the example below:


Provide immediate feedback for actions

When ever the user performs an action provide immediate feedback.

Example: When the user selects an item in a menu or list immediately change the color or emphasis of the selected item.

Provide some kind of feedback even if the results cannot be obvious immediately.

Example: The user requests print and the information will be printed on a network printer. Display a message that informs the user that the job has been sent to the printer. When the job is complete display a message that tells the user that the job is complete.


Accommodate users with different skill levels

The focus of user interface design is the novice or casual user. However these users may eventually become expert users who will get frustrated if you do not provide shortcuts.

To accommodate these expert users you should provide context menus, shortcuts, summary help, and allow the removal of some of the visual cues.


Make the interface transparent

Make the interface simple. Users do not need to understand how the application works. The interface should be intuitive so the user can anticipate what will happen next.

For example: The user enters some information that will allow them to access a data record. The user is only interested in the result, not the process that is required to get the record. The process should be transparent to the user. The only information that the user should see is the data. If data is not available immediately the user should be provided with feedback in the form of an hourglass. If the process will take more than 5 seconds display a progress indicator.


Allow the user to customize the user interface

Allow the user to customize the volume and duration of sound, colors, and the layout of the desktop.


Encourage Exploration

Most users learn by exploration, therefore the application should provide menus and dialogs that allow the user to explore without causing any immediate action to occur.

For Example: When a user selects an item from a menu bar a pulldown menu should be displayed. No other action should occur.


2 - Reduce a user’s memory load


3 - Make the user interface consistent

The purpose of the guide is to provide a set of standards that will enable the development of applications that have a consistent users interface.

The following are the some of the elements that help with that consistency

The operating environment provides a level of common presentation. These include the window title, menu bar which are always in the same position.

Radio buttons. check boxes and lists that look the same irrespective of their position.

Components should always behave the same. e.g. When a set of radio buttons are presented one should always be checked. When a radio button, in a group, is selected all other radio buttons in the group should be set off. The user should never be able to select more that one radio button with the group.

The Object - Action principle is fundamental to a user interface. The sequence is always the same. The user selects an object then the action they wish to perform against the object. Example: the user highlights and line of text (the Object) and then selects "Cut" from the edit menu (the action).

The provision of standard menus and predefined push buttons presents the user with a set of common actions that can be used across all application. It is important to make sure that when a user selects a specific action that the action always behaves the same way.

A metaphor is a visual representation that represents one object but suggests a likeness or analogy with another object.

Metaphors allow a user to apply real world knowledge when using an application. i.e. A icon that depicts a folder has a similar behavior to a real world folder. Both contain other objects, allow the user to add and remove objects and allow the user to give the folder a title.

Metaphors should be familiar and real world based

When choosing metaphors be careful not to make assumptions. This is especially important when developing applications that will be used outside the USA. For example, the use of a mail box icon will work well in the USA but may that be recognized in other countries.


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