CSC436-HCIPart2b
CSC436-HCIPart2b
Poor design may even chase some people away from a system
permanently. It can also lead to aggravation, frustration, and
increased stress.
A BRIEF HISTORY OF SCREEN DESIGN
While developers have been designing screens since a
cathode ray tube display was first attached to a computer,
more widespread interest in the application of good design
principles to screens did not begin to emerge until the
early 1970s, when IBM introduced its 3270 cathode ray
tube text-based terminal.
GENERAL PRINCIPLES OF DESIGN
The design goals in creating a user interface are described below. • They are
fundamental to the design and implementation of all effective interfaces, including
GUI and Web ones. • These principles are general characteristics of the interface,
and they apply to all aspects. • The compilation is presented alphabetically, and
the ordering is not intended to imply degree of importance.
Aesthetically Pleasing
• Provide visual appeal by following these presentation and graphic design principles:
• Provide meaningful contrast between screen elements.
• Create groupings.
• Align screen elements and groups.
• Provide three-dimensional representation.
• Use color and graphics effectively and simply
Clarity
• The interface should be visually, conceptually, and linguistically clear, including: Visual
elements • Functions • Metaphors • Words and Text
Compatibility
Provide compatibility with the following: - The user - The task and job.
The Product Adopt the User’s Perspective
GENERAL PRINCIPLES OF DESIGN
Configurability
Permit easy personalization, configuration, and reconfiguration of settings. It
• Enhances a sense of control
• Encourages an active role in understanding.
Comprehensibility
A system should be easily learned and understood: A user should know the
following: - What to look at - What to do - When to do it - Where to do it - Why
to do it - How to do it. The flow of actions, responses, visual presentations, and
information should be in a sensible order that is easy to recollect and place in
context.
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
Control
The user must control the interaction. - Actions should result from explicit user
requests. - Actions should be performed quickly. - Actions should be capable of
interruption or termination. - The user should never be interrupted for errors
• 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 since they constrain the actions available to the user.
• Permit the user to customize aspects of the interface, while always providing a
Proper set of defaults