2. Specific HCI Guidelines
2. Specific HCI Guidelines
While principles are very general and applicable to wide areas and
aspects of human–computer interaction (HCI) design, guidelines
tend to be more specific. Table 2.1 shows major criteria and areas for
which specific guidelines can be of help in HCI design. For instance,
in the criterion of “user type,” there could be further specific guide-
lines for specific age groups or gender.
Many guidelines in the categories listed in Table 2.1 have been put
forth by a number of HCI researchers, practitioners, and organizations
over the years and are considered to be reasonably objective. There is
even an international standard; the International Organization for
Standardization (ISO) 9241 document guides the ergonomics aspects
of HCI designs, with topics covering visual display, physical input
devices, workplace/environment ergonomics, and tactile/haptic inter-
actions [1]. Broadly, we might divide the guidelines into two catego-
ries: (a) domain specific (i.e., specific to user, platform, etc.) and (b)
of general HCI design. Note that these guidelines can be relevant
and common across the different categories shown in Table 2.1. For
example, guidelines for e-commerce application might also address
different general HCI design issues such as display layout, how to
solicit input, how to promote vendor-specific styles, and how to target
for a particular user group.
Even though guidelines are much more specific than the principles,
it is still not very clear how to reflect them into the HCI design in
a concrete and consistent manner. In this regard, Tidwell has com-
piled many user interface (UI) design patterns in the form of guide-
lines [2]. Tidwell’s guidelines address many categories of the “general
HCI design” issues (see Table 2.1) such as display layout, information
13
14 Hum a n – C o m p u t er In t er ac ti o n
structure and navigation, as well as data entry and even aesthetic aspects.
Each guideline illustrates specific UI examples with exact descriptions
of what it is and what it does and why and when it should be used. Such
design patterns are of great help during actual HCI design.
It is not possible to list and explain all the guidelines that exist for
all the various areas. Despite differences in the specifics, most of them
Sp ecific H CI Guid eline s 15
Figure 2.1 An example of a site map for a website. (From Korea University, http://www.korea.
ac.kr. With permission.)
Sp ecific H CI Guid eline s 17
Use when:
Figure 2.2 The use of a two-panel selector, a design pattern for information structuring and
facilitated navigation. (Adapted from Tidwell, J., Designing Interfaces, 2nd ed., O’Reilly Media,
Sebastopol, California, 2010 [2].)
18 Hum a n – C o m p u t er In t er ac ti o n
Figure 2.3 The use of one-window drilldown as a design pattern for content organization and
fast navigation. (Adapted from Tidwell, J., Designing Interfaces, 2nd ed., O’Reilly Media, Sebastopol,
California, 2010 [2].)
What:
Use when:
Clever designs for taking user input (e.g., raw information or system
commands) can improve the overall performance, in terms of both
time and accuracy, for highly interactive systems. Modern inter-
faces employ graphical user interface (GUI) elements (e.g., window,
text box, button, menu, forms, dialog box, icon), support techniques
Sp ecific H CI Guid eline s 19
Figure 2.4 Display layout and user interfaces for facilitated date entry: Selection menus,
default values, and structured forms are used to reduce errors. (From Smith, S. L., and Mosier, J. N.,
Guidelines for Designing User Interface Software, Mitre Corporation, Bedford, MA, 1986 [4].)
The W3C has led the Web Accessibility Initiative and published the
Web Content Accessibility Guidelines (WCAG) 2.0 [5]. It explains how
to make web content more accessible to people with disabilities. Web
content generally refers to the information in a web page or web appli-
cation, including text, images, forms, sounds, and such (Figure 2.5).
The following is a summary of the guidelines:
1. Perceivable
A. Provide text alternatives for nontext content.
B. Provide captions and other alternatives for multimedia.
C. Create content that can be presented in different ways,
including by assistive technologies, without losing meaning.
D. Make it easier for users to see and hear content.
Sp ecific H CI Guid eline s 21
Figure 2.5 Adjustment feature for visually challenged users. The colors of the background and
foreground text can be changed.
2. Operable
A. Make all functionality available from a keyboard.
B. Give users enough time to read and use content.
C. Do not use content that causes seizures.
D. Help users navigate and find content.
3. Understandable
A. Make text readable and understandable.
B. Make content appear and operate in predictable ways.
C. Help users avoid and correct mistakes.
4. Robust
A. Maximize compatibility with current and future user tools.
(a) (b)
Figure 2.6 Comparison of two mobile game interfaces (the initial entry screen): (a) information
and object density is needlessly high and distracting (left), (b) simple and minimal layout, and object
sizes fitted to ergonomic usage (right). (From http://www.withhive.com.)
Figure 2.7 Android design guideline promoting the use of list views and detailed views (multiple
panels) to efficiently use the screen size of mobile devices. (From Google, Multi-Pane Layouts, 2013,
http://developer.android.com/design/patterns/multi-pane-layouts.html.)
Sp ecific H CI Guid eline s 23
2.2.6 Icons for Apple® iOS and Fonts for Windows® XP (Vendor)
Figure 2.8 An example of Trebuchet font used for a window title bar. (From Microsoft®,
Windows XP Design Guidelines, 2002, http://msdn.microsoft.com/en-us/library/windows/hardware/
gg463466.aspx [10].)
Figure 2.10 Status information (circled) shown in the process of a book purchase at Amazon.com.
site displays a confirmation page and gives customers the option to reg-
ister. The checkout process is linear.
2.3 Summary
References
1. Wikipedia. 2013. ISO 9241. http://en.wikipedia.org/wiki/ISO_9241.
2. Tidwell, Jennifer. 2010. Designing interfaces. 2nd ed. Sebastopol, CA:
O’Reilly Media.
3. Leavitt, Michael O., and Ben Shneiderman. 2006. Research-based web
design and usability guidelines. Washington, DC: US Department of
Health and Human Services.
4. Smith, Sidney L., and Jane N. Mosier. 1986. Guidelines for designing user
interface software. Bedford, MA: Mitre Corporation.
5. Caldwell, Ben, Michael Cooper, Loretta G. Reid, and Gregg Vanderheiden,
eds. 2010. Web content accessibility guidelines (WCAG) 2.0. W3C. http://
www.w3.org/WAI/GL/WCAG20/.
6. Nokia. 2012. Guidelines for mobile interface design. http://www.
developer.nokia.com/Community/Wiki/Guidelines_for_Mobile_
Interface_Design.
7. Android. 2013. Multi-pane layouts. http://developer.android.com/
design/patterns/multi-pane-layouts.html.
8. Apple. 2014. iOS human interface guidelines. http://developer.apple.
com/library/ios/documentation/userexperience/conceptual/mobilehig/
MobileHIG.pdf.
9. Microsoft (Windows XP Design Team). 2001. Windows XP visual
guidelines. Microsoft Corporation.
10. Blattner, Meera M., Denise A. Sumikawa, and Robert M. Greenberg.
1989. Earcons and icons: Their structure and common design principles.
Human–Computer Interaction 4 (1): 11–44.
11. Green, Paul, William Levison, Gretchen Paelke, and Colleen Serafin.
1993. Suggested human factors design guidelines for driver information
systems. Technical Report UMTRI-93-21. Ann Arbor: University of
Michigan, Transportation Research Institute.
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12. Kalsbeek, Maarten. 2012. Interface and interaction design patterns for
e-commerce checkouts. Master’s thesis, University of Twente. http://
essay.utwente.nl/62507/.
ANNOUNCEMENT
ASSIGNMENT 1
Differentiate or research about the
following interfaces:
1. touch-oriented interfaces and
web-browser interface
2. spreadsheet interface and table-in-a-
word-document interface
3. web-browser games interface VS Body-
based and action-oriented interfaces
Thanks