Lesson 25
Lesson 25
LESSON 25
DESIGN SYNTHESIS
Learning Goals
The aim of this lecture is to introduce you the study of Human Computer Interaction, so that after studying
this you will be able to:
Understand the design principles
Discuss the design patterns and design imperatives
In the previous lectures, we've discussed a process through which we can achieve superior interaction
design. But what makes a design superior? Design that meets the goals and needs of users (without
sacrificing business goals or ignoring technical constraints) is one measure of design superiority. But what
are the attributes of a design that enable it to accomplish this successfully? Are there general, context-
specific attributes and features that a design can possess to make it a "good" design?
It is strongly believed that the answer to these questions lies in the use of interaction design principles —
guidelines for design of useful and useable form and behavior, and also in the use of interaction design
patterns — exemplary, generalizable solutions to specific classes of design problem. This lecture defines
these ideas in more detail. In addition to design-focused principles and patterns, we must also consider
some larger design imperatives to set the stage for the design process.
Style guides rather rigidly define the look and feel of an interface according to corporate branding and
usability guidelines. They typically focus at the detailed widget level: How many tabs are in a dialog? What
should button high light states look like? What is the pixel spacing between a control and its label? These
are all questions that must be answered to create a finely tuned look and feel for a product, but they don't
say much about the bigger issues of what a product should be or how it should behave.
Experts recommend that designers pay attention to style guides when they are available and when fine-
tuning interaction details, but there are many bigger and more interesting issues in the design of behavior
that rarely find their way into style guides.
Some design principles are stated below:
Error prevention
Make it difficult to make errors. Even better than good error messages is a careful design that prevents a
problem from occurring in the first place.
Dialogs should not contain information that is irrelevant or rarely needed. Every extra unit of information
in a dialog competes with the relevant units of information and diminishes their relative.
Structural patterns are perhaps the least-documented patterns, but they are nonetheless in widespread use.
One of the most commonly used high-level structural patterns is apparent in Microsoft Outlook with its
navigational pane on the left, overview pane on the upper right, and detail pane on the lower right (see
Figure).
This pattern is optimal for full-screen applications that require user access to many different kinds of
objects, manipulation of those objects in groups, and display of detailed content or attributes of individual
objects or documents. The pattern permits all this to be done smoothly in a single screen without the need
for additional windows. Many e-mail clients make use of this pattern, and variations of it appear in many
authoring and information management tools where rapid access to and manipulation of many types of
objects is common.
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