User Interface Design
User Interface Design
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THE ESSENTIAL GUIDE TO USER
INTERFACE DESIGN
Wilbert O. Galitz
CHARACTERISTICS OF GRAPHICAL
& WEB INTERFACES
Chapter Overview
• Interaction Styles
• The Graphical User Interface
– The Popularity of Graphics
– The Concept of Direct Manipulation
– Advantages / Disadvantages
– Characteristics of the Graphical User Interface
• The Web User Interface
– The Popularity of the Web
– Characteristics of a Web Interface
• The Merging of Graphical Business Systems
and the Web
– Characteristics of an Intranet vs. Internet
– Extranets
– Principles of User Interface Design
– Principles for the Xerox STAR
– General Principles
Chapter 2
INTERACTION STYLES
Command Line
Menu Selection
Form Fill-in
Direct Manipulation
Anthropomorphic
Chapter 2
Term Shneiderman – 1982
System is portrayed as extension of real world
Continuous visibility of objects and actions
– Virtual reality (Nelson, 1980)
– WYSIWYG (Hatfield, 1981)
• What you see is what you get
• Actions are rapid and incremental with visible display of
results
• Incremental actions are easily reversible
Chapter 2
GRAPHICAL SYSTEMS
Advantages
• Symbols recognized faster than text
• Faster learning
• Faster use and problem solving
• Easier remembering
• More natural
• Exploits visual/spatial cues
• Fosters more concrete thinking
• Provides context
• Fewer errors
• Increased feeling of control
Chapter 2
GRAPHICAL SYSTEMS
Advantages (Continued)
• Immediate feedback
• Predictable system responses
• Easily reversible actions
• Less anxiety concerning use
• More attractive
• May consume less space
• Replaces national
• Easily augmented with text
• Low typing requirements
• Smooth transition from command language system
Chapter 2
GRAPHICAL SYSTEMS
Disadvantages
• Greater design complexity
• Learning still necessary
• Lack of experimentally-derived design principles
• Inconsistencies in technique and terminology
• Working domain is the present
• Not always familiar
• Human comprehension limitations
• Window manipulation requirements
• Production limitations
Chapter 2
GRAPHICAL SYSTEMS
Disadvantages (Continued)
• Few tested icons exist
• Inefficient for touch typists
• Inefficient for expert users
• Not always the preferred style of interaction
• Not always the fastest style of interaction
• Increased chances of clutter and confusion
• The futz and fiddle
• May consume more screen space
• Hardware limitations
Chapter 2
GRAPHICAL SYSTEMS
Some Studies and a Conclusion
• The design of an interface, and not its interaction style, is
the best determinant of ease of use
• User preferences must be considered in choosing an
interaction style
• In the overwhelming majority of cases, words are more
meaningful to users than icons
• The content of a graphic screen is critical to its
usefulness
– The wrong presentation or a cluttered presentation may actually
lead to greater confusion, not less
• The success of a graphical system depends on the skills
of its designers in following established principles of
usability
Chapter 2
CHARACTERISTICS OF THE
GRAPHICAL USER INTERFACE
MERGING OF GRAPHICAL
BUSINESS SYSTEMS AND THE WEB
• Characteristics of an
Intranet vs. the Internet
– Users
• Familiarity
– Tasks • Flexibility
– Type of Information
• Forgiveness
– Amount of Information
• Predictability
– Hardware and
Software • Recovery
– Design Philosophy • Responsivenes
• Extranets s
• Page Versus Application • Simplicity
Design
• Transparency
Chapter 2
PRINCIPLES OF
USER INTERFACE DESIGN
PRINCIPLES OF
USER INTERFACE DESIGN
General Principles
• Accessibility
• Aesthetically Pleasing
• Availability
• Clarity
• Compatibility
• Configurability
• Consistency
• Control
• Directness
Chapter 2
PRINCIPLES OF
USER INTERFACE DESIGN
General Principles (Continued)
• Efficiency
• Familiarity
• Flexibility
• Forgiveness
• Immersion
• Obviousness
• Operability
• Perceptibility
Chapter 2
PRINCIPLES OF
USER INTERFACE DESIGN
General Principles (Continued)
• Positive First Impression
• Predictability
• Recovery
• Responsiveness
• Safety
• Simplicity
• Transparency
• Trade-offs
• Visibility
Chapter 2
Accessibility
• Systems should be designed to be usable,
without modification, by as many people as
possible.
Chapter 2
Aesthetically Pleasing
• Provide visual appeal by:
– Providing meaningful contrast between screen
elements
– Creating groupings
– Aligning screen elements and groups
– Providing three-dimensional representation
– Using color and graphics effectively and simply
Chapter 2
Availability
• Make all objects available at all times.
• Avoid the use of modes.
Chapter 2
Compatibility
• Provide compatibility with the following:
– The user
– The task and job
– The product
• Adopt the user’s perspective.
Chapter 2
Configurability
• Permit easy personalization, configuration, and
reconfiguration of settings.
– Enhances a sense of control
– Encourages an active role in understanding
Chapter 2
Consistency
• A system should look, act, and operate the same
throughout. Similar components should:
– Have a similar look
– Have similar uses
– Operate similarly
• The same action should always yield the same result.
• The function of elements should not change.
• The position of standard elements should not change.
Chapter 2
Control
The user must control the interaction.
The context maintained must be from the perspective
of the user.
The means to achieve goals should be flexible and
compatible with the user's skills, experiences, habits
and preferences.
Avoid modes because they constrain the actions
available.
Permit the user to customize the interface but provide
defaults.
Chapter 2
Efficiency
• Minimize eye and hand movements, and other control
actions.
– Transitions between various system controls should flow easily
and freely.
– Navigation paths should be as short as possible.
– Eye movement through a screen should be obvious and
sequential.
• Anticipate the user’s wants and needs whenever
possible.
Chapter 2
Flexibility
• A system must be sensitive to the differing needs of its users,
enabling a level and type of performance based upon:
– Each user’s knowledge and skills
– Each user’s experience
– Each user’s personal preference
– Each user’s habits
• The conditions at that moment
Chapter 2
Immersion
A state of mental focus so intense that awareness
and sense of the real world is lost
Foster immersion within tasks
Chapter 2
Operability
• Ensure that a system's design can be used by
everyone, regardless of a person's physical
capabilities.
Perceptibility
• Ensure that a system's design can be perceived,
regardless of a person's sensory capabilities.
Chapter 2
Predictability
• The user should be able to anticipate the
natural progression of each task.
– Provide distinct and recognizable screen elements
– Provide cues to the result of an action to be
performed
• All expectations should be fulfilled uniformly
and completely.
Chapter 2
Responsiveness
• The system must rapidly respond to the user’s requests.
• Provide immediate acknowledgment for all actions:
– Visual
– Textual
– Auditory
Chapter 2
Safety
• Protect the user from making mistakes.
• Provide visual cues
– Reminders
– Lists of choices
– Other aids as necessary
Chapter 2
Transparency
• Permit the user to focus on the task or job, without
concern for the mechanics of the interface.
– Workings and reminders of workings inside the computer should
be invisible to the user
Trade-Offs
• Final design will be based on a series of trade-offs
balancing often-conflicting design principles.
• People’s requirements always take precedence over
technical requirements.
Chapter 2
Visibility
• A system's status and methods of use should be
clearly visible.
• Improve visibility through
– Hierarchical organization
– Context sensitivity