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Principles of GUI Design

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An application may be created by many developers each designing ... When the application is released, one screen may say 'Item, ... Think McDonald's. Provide ... – PowerPoint PPT presentation

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Title: Principles of GUI Design


1
Principles of GUI Design
  • Adapted from an online paper by James Hobart at
    http//axp16.iie.org.mx/Monitor/v01n03/ar_ihc2.htm

2
Overview
  • Causes of bad design
  • Good design principles (dos and donts)
  • Applying design principles
  • Standards

3
Causes of bad design
  • Forgetting the user
  • Limiting user control
  • Too many features at the top level
  • Too deep a path to most used features
  • Focusing on the cool factor
  • Inconstant style

4
Causes of bad design
  • Forgetting the user
  • Limiting user control
  • Too many features at the top level
  • Too deep a path to most used features
  • Focusing on the cool factor
  • Inconstant style

5
Forgetting the user
  • Developers often design based on what they know
    not what the user knows

6
Causes of bad design
  • Forgetting the user
  • Limiting user control
  • Too many features at the top level
  • Too deep a path to most used features
  • Focusing on the cool factor
  • Inconstant style

7
Limiting user control
  • Applications that attempt to control users
    actions by graying out components
  • This is completely opposed to the event driven
    model
  • If you are spending a lot of time disabling
    components based on application state, then you
    may have this problem

8
Causes of bad design
  • Forgetting the user
  • Limiting user control
  • Too many features at the top level
  • Too deep a path to most used features
  • Focusing on the cool factor
  • Inconstant style

9
Too many featuresat the top level
  • In an unfamiliar setting, human anxiety increases
    with the number of options
  • Look at a VCR made in 1985 and one made in 2000
  • 1985 version has a ton of buttons on the front
    face
  • 2000 version has only the most used buttons on
    the face but probably has more total features
  • The more components on an interface the less
    information is available to the user

10
Causes of bad design
  • Forgetting the user
  • Limiting user control
  • Too many features at the top level
  • Too deep a path to most used features
  • Focusing on the cool factor
  • Inconstant style

11
Too deep a path to most used features
  • Instead of putting all features at the front,
    some developers tend to go to the extreme in the
    other direction
  • If the user has to navigate (click on) more than
    three elements to reach the feature they want,
    reorganization is necessary

12
Causes of bad design
  • Forgetting the user
  • Limiting user control
  • Too many features at the top level
  • Too deep a path to most used features
  • Focusing on the cool factor
  • Inconstant style

13
Focusing on the cool factor
  • Related to forgetting about the user
  • The developer has a great idea for a cool
    feature
  • Unfortunately, the user couldnt care less about
    that feature
  • Time spent creating the cool stuff is time not
    spent on creating the right stuff

14
Causes of bad design
  • Forgetting the user
  • Limiting user control
  • Too many features at the top level
  • Too deep a path to most used features
  • Focusing on the cool factor
  • Inconstant style

15
Inconstant style
  • An application may be created by many developers
    each designing the interface portion for their
    area
  • Each one has a different idea of what would be
    right for their area and all may be correct
  • The user will get very confused and frustrated

16
Good GUIs
  • More intuitive than character based counterparts
  • Real-world metaphors
  • Responsiveness
  • Avoid repainting until necessary
  • Validate fields on a screen basis not
    field-by-field
  • Mnemonics, accelerator keys, and toolbar buttons
    with meaningful icons

17
Dos and Donts
  • Tried and true principles to keep in mind
  • Repeatable rules to follow

18
Understand People
  • Applications must reflect the perspectives and
    behaviors of their users
  • Developers need to understand the common
    characteristics between people
  • People learn more easily by recognition than by
    recall
  • Always attempt to provide a list of data values
    to select from rather than have the users key in
    values from memory
  • The average person can recall about 2,000 to
    3,000 words yet can recognize more than 50,000
    words

19
Be Careful Of Different Perspectives
  • Dont fall into the perspective trap when it
    comes to icon design or the overall behavior of
    the application
  • Make sure that the metaphor you are using to
    design your application or icon is easily
    recognizable by the users

20
Design for Clarity
  • A common complaint among users is that certain
    terms are not clear or consistent
  • When the application is released, one screen may
    say "Item," while the next screen says "Product,"
    and a third says "Merchandise" when all three
    terms denote the same thing
  • Develop and use a list of reserved words

21
Design for Clarity (cont.)
List of Reserved Words
22
Design for Consistency
  • Good GUIs apply consistent behavior throughout
    the application and build upon a user's prior
    knowledge of other successful applications
  • Think McDonalds

23
Provide Visual Feedback
  • Most users like to have a message dialog box with
    a progress indicator displayed when operations
    are going to take longer than seven to ten
    seconds
  • Error messages that are meaningful to users
  • Animations during user-wait periods
  • Every meaningful event instigated by the user
    should have some sort of feedback

24
Provide Audible Feedback
  • Use audible feedback only when visual or other
    feedback modes are not available or appropriate
  • In general, auditory feedback that is pervasive
    will become irritating to the user (and nearby
    coworkers) over time
  • Give users the option of disabling standard
    (non-error) auditory feedback

25
Keep Text Clear
  • Developers often try to make textual feedback
    clear by adding a lot of words
  • Use concise wording of text labels, user error
    messages, and one-line help messages
  • If possible, employ trained technical writers for
    this task

26
Provide Traceable Paths
  • User I don't know how I got to this window, and
    now that I'm here, I don't know how to get out.
  • Its not easy to provide a traceable path
  • Start by creating an intuitive menu structure
  • identify areas where you can flatten the menu
    structure
  • avoid more than two levels of cascading menus
  • A descriptive title bar within each dialog box

27
Provide Keyboard Support
  • Keyboard accelerators can provide an efficient
    way for users to access specific menu items or
    controls within a window
  • Easy to access
  • Limited to one or two keys
  • Some users MUST use the keyboard dont leave
    having only a mouse control

28
Watch the Presentation Model
  • Look and feel must be consistent
  • Identifying the appropriate presentation for the
    application will greatly facilitate the
    subsequent windows being developed since they
    will have a common framework in which to reside
  • late changes to the look and feel of the
    application will be much more costly and
    time-consuming to fix

29
Modal vs. Modeless Dialogs
  • Modal dialogs do not allow the user to interact
    with any other window
  • Try to use modal dialogs when a finite task
    exists
  • For tasks with no fixed duration, modeless
    dialogs will normally be preferable
  • Try to keep the user working in no more than
    three modeless windows at any one time

30
Component Design
  • Choosing the appropriate component for each user
    task will result in
  • higher productivity
  • lower error rates
  • higher overall user satisfaction
  • Keep the basic behavior and placement consistent

31
Component Design
  • Guidelines for using components

32
An Example of a bad design
  • Whats wrong with this GUI?

33
An Example of a bad design
  • Too many functions at the top level

34
An Example of a bad design
  • Too many buttons

35
An Example of a bad design
  • Poor navigational assistance

36
An Example of a bad design
  • Inappropriate use of controls

37
An Example of a bad design
  • Lack of symmetry

38
The Redesigned GUI
  • Order out of chaos

39
The Redesigned GUI
  • Reordering input fields

40
The Redesigned GUI
  • Improved controls

41
Implementing Effective Standards
  • How do you get lots of programmers to use the
    same GUI standards?
  • Define GUI standards that are easy to use, clear,
    and concise
  • Provide them to developers in an online hypertext
    format
  • Divide your standards into rules and
    recommendations
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