Title: Interface Design Guidelines
1Interface Design Guidelines Web Design
2General design principles
- Design principles apply to everything.Some
principles are of particular importance to
computer interfaces. - Following general design principles can ensure
meeting basic human factors evaluation criteria.
3 General HCI Design Concepts
- Visible affordances
- Visible constraints
- Mapping
- Causality
- Transfer effects
- Population stereotypes/idioms
- Individual differences
4Affordance
- How do the following objects provide affordance?
5Visible Constraints
- Limitations of the actions possible perceived
from objects appearance - Eg date field example (which format??)
- Sim City2000 (see hall of shame) where some
toolbar buttons (not all!) have submenus
associated with them, available only when the
user holds the mouse button down for a period of
time after clicking on the toolbar button.
6Mapping
- Why is this a poor mapping of video control
buttons?
7Causality
- the thing that happens right after an action is
assumed by people to be caused by that action - interpretation of feedback (more on this
later) - false causality
- incorrect effect
- starting up an unfamiliar application just as
computer crashes - causes superstitious behaviors
- invisible effect
- command with no apparent result often re-entered
repeatedly - e.g. mouse click to raise menu on unresponsive
system
8Transfer effects
- People transfer their learning/expectations of
similar objects to the current objects - positive transfer previous learning's also apply
to new situation - negative transfer previous learning's conflict
with the new situation
9Idioms
- Populations learn idioms that work in a certain
way - red means danger
- green means safe
- But idioms vary in different cultures!
- Light switches
- America down is off
- Britain down is on
- Icons may not transfer well eg trash (word and
symbol)
10Individual differences
- There is no average user Difficult/impossible?
to cater for everyone well, so design often a
compromise - Rule of thumb
- design should cater for 95 of audience (ie for
5th or 95th percentile) - but means 5 of population may be (seriously!)
compromised - Designing for the average is a mistake
- may exclude half the audience
- Examples
- computers and visibility
- font size, line thickness, color for color blind
people?
11Interface Design Guidelines
- Human factors design principles provide good
basis for design. More specific computer
interface design guidelines have also been
developed by evaluating common design problems
across many systems. - These guidelines can be used in the design
process and also to evaluate an interface for
usability.
12General Interface Design guidelines.
- 1. Consistency and predictability
- 2. Provide shortcuts
- 3. Provide helpful feedback
- 4. Completions and exits clearly indicated
- 5. Prevent errors
- 6. Allow action reversal
- 7. Give user a sense of control
- 8. Minimize memory/cognitive load
- (Shneiderman, 1998)
13 Be consistent
- Consistency of effects
- same words, commands, actions will always have
the same effect in equivalent situations - Predictability
- Consistency of language and graphics
- same information/controls in same location on all
screens / dialog boxes - forms follow boiler plate
- same visual appearance across the system (e.g.
widgets) - e.g. different scroll bars in a single window
system! - Consistency of input
- consistent syntax across complete system
Ok
Cancel
Ok
Cancel
Done
Never Mind
Accept
Dismiss
Ok
Cancel
CONNECT MODEM
14Be Consistent
These are labels with a raised appearance. Is it
any surprise that people try and click on them?
15Shortcuts
- Should provide fast way for experienced users
eg - Auto completion of commands
- Functions keys
- Skipping instructions - Eg bill paying over
phone, choice for new/experienced users
16Feedback
- Keep user informed about what is happening
- Includes sound, highlighting, animation and
combinations of these - Eg. The hourglass tells user something is
happening, but not how long its going to take.
Has it hung? Or is it just taking a long time?
175 Provide feedback
- Continuously inform the user about
- what it is doing
- how it is interpreting the users input
- user should always be aware of what is going on
-
Whats it doing?
Time for coffee.
18Feedback
- Should be as specific as possible, based on
users input - Get users attention (is the feedback noticed?)
but dont drive them crazy! (eg harsh tones,
large intrusive pop-ups, constantly blinking
text)
196. Provide clearly marked exits
How do I get out of this?
20Exits
- Users often change mind, are interrupted, or
become confused about a process Offer easy way
out wherever possible - Cancel button (for dialogs waiting for input)
- Undo (can get back to previous state)
- Quit (for leaving the program at any time)
- Defaults (for restoring to known state)
21Prevent errors!
- Design it so its hard to make mistakes!!
- Menu selection vs form fill-in
- No alphabetic characters where numbers expected
- Check before proceeding with major actions (eg
save before exit prompt) - Feedback for errors including simple specific
instructions for recovery
22Designing for error
- Many strategies for reducing error problems
- Make errors detectable
- feedback on effects of action evaluation of goal
- Reduce potential for slips
- E.g., simplify and indicate modes
- Reduce potential for mistakes
- E.g., make system state visible
- Reduce consequences of error
- E.g., make actions undo-able
23Give user sense of control.
- Use the users own language - simple, user-
friendly - e.g cd player vs DNS configuration (
techspeak) - Present exactly and obviously the information the
user needs - remove or hide irrelevant or rarely needed
information as it competes with important
information on screen - Provide help Online, context-driven help
24Short term memory/Cognitive load
- Dont make navigation and window management
excessively complex - Use meaningful mnemonics, icons, and
abbreviations ie promote Promote recognition over
recall - eg File / Save
- Cf icon with Ctrl/S
25Short term memory/Cognitive Load
- Describe required input format using example,
and provide default eg calendar - Dont require users to remember data from one
screen for use on another
26Web Design
- Knowing basic interface design guidelines is just
the beginning of designing a good interface. - Web design has three main components
- Information Architecture (site content)
- Navigation Structure (site navigation)
- Graphical Design
- General screen layout, Legibility and readability
(typefaces), Icons, Colour, Data Display Data
Entry (eg menus, forms, dialog boxes) - Must also consider use of specific guidelines
for - Other interface components such as
- Use of animations, audio, video
- Degree of automation
27I1 Content is king
- Ultimately, users visit your website for its
content. Everything else is just the backdrop. - Jakob NielsenDesigning Web Usability, p. 99
28I2 Essential strategies for web writing
- concise
- easy to scan
- objective
"A common thread between conciseness,
scannability, and objectivity is that each
reduces the user's cognitive load, which results
in faster, more efficient processing of
information. Morkes Nielsen, 1998
29 I3 Be concise
- Every sentence, every phrase, every word has to
fight for its life - Crawford KilianWriting for the Web, pp. 58-9
- omit unnecessary sentences in a paragraph
- omit unnecessary words in a sentence
- use a short word over a long one
30I4 Be concise
Happy talk must die Steve Krug Don't Make Me
Think, p. 46
- get rid of welcome messages and introductory
text - dont waste words telling users where they are
or what they can do - dont waffle on with explanations of whats on
the site
31I5 Example of happy talk
32I6 Getting rid of happy talk
33I7 Be concise
- Instructions must die
- Steve Krug
- Don't Make Me Think, p. 46
The main thing you need to know about
instructions is that no one is going to read
them--at least not until after repeated attempts
at 'muddling through' have failed.
34I8 Improve scanning
- use simple sentence structures
- opening sentence in a paragraph should be
the topic sentence
35I9 Techniques for longer text
- normal style of writing
- introduction
- background material
- details/facts
- conclusions
- needs to be reversed
- Conclusion first, then details, then other
background info.
36I10 Online documentation
help doesnt!
Its just not acceptable for web sites to come
with documentation. Jakob Nielsen, Designing Web
Usability, p. 129.
user interface problems can not be corrected in
the documentation
37I11 Minimise eye movement
Need to minimise eye movement is even more
important online
- users attention span is short
- harder to read from screen
- users dont read, they scan
38I12 Eye movement during reading
The way we are taught to read has implications
for how we scan a screen
39I13 Eye movement and shapes
Position elements to minimise eye movement
SourceYale Style Manual
40I14 Design above the fold
above the fold newspaper term
Make sure important informationcan be seen in
first screen view
41I15 Scrolling behaviour
Early studies (19954/5) showed that users would
not scroll
Not true of users now, but
- users will only scroll if they think they are on
the right page
42I16 Above the fold (example 1a)
43I17 Above the fold(example 1b)
44I18 Page length and scrolling
as a rule of thumb
level one page one screenful
level two page two screensful
beyond that ok to be longer
Caution pages can be directly accessed!
45G1 Grids
- Horizontal and vertical lines to locate window
components - aligns related components
- Organization
- contrast to bring out dominant elements
- grouping of elements by proximity
- show organizational structure
- alignment
- Consistency
- location
- format
- repetition
- organization
Format of variable contents
Widget to widget spacing
Message text in Arial 14, left adjusted
Standard icon set
Window to widget spacing
No
Ok
Fixed components
46G2 Grids
Do you really want to delete the file
myfile.doc from the folder junk?
?
No
Ok
47G3 Another grid
- Two-level Hierarchy
- indentation
- contrast
Logic of organizationalflow
Alignment connects visual elements in a sequence
Grouping by white space
48G4 Visual Consistency
- internal consistency
- same conventions and rules for all elements of
the GUI unless strong reason - set of application-specific grids enforce this
- external consistency
- follow platform and interface style conventions
- use platform and widget-specific grids
- deviate from conventions only when it provides a
clear benefit to user
49G5 Relationships between screen elements
- Link related elements, disassociate unrelated
elements - proxemic clusters
- white (negative) space
- alignment
- explicit structure
50G6 Webforms
Bad alignment Poor choice of colors to
distinguish labels from editable fields
51G7 No regard fororder andorganization
IBM's Aptiva Communication Center
52G8 Text alignment and readability
Left alignment is most commonly used
- eye scans from left to right
53G9 Text alignment example (1)
54G10 Legibility
- Factors that affect legibility
- font size, face
- use of colours
- contrast
55G11 Font size and face (1)
Study of font faces and sizes by Software
Usability Research LabWichita State University,
2000
- 35 participants
- all 20/20 vision
- read 8 short passages of text
56G12 Font size and face (2)
tested for
tested between
- Arial vs Times New Roman
- 10 points vs 12 points
- anti-aliased vs dot matrix fonts
57G13 What fonts do we use?
for users with good vision
- TNR vs Arial not critical- 10 vs 12 point not
critical
but not all users have good vision
- 12 pt would be a safer default- allow user to
override
58G14 More on text
Text is harder to read when
- it is moving (marquee style)
59G15 Colour and contrast
use colours with good contrast
- white on black (positive text) is best
- black on white (negative text) is next best
use plain backgrounds
60G16 Contrast example (1)
colour contrast insufficient
61G17 Contrast example (2)
- busy background image
- insufficient colour contrast
62Navigation
- how can window navigation be reduced?
- avoid long paths
- avoid deep hierarchies
63Navigation -1
64Navigation-2
65Navigation-3
66What is microcontent?
- page titles
- page headings sub-headings
- text hyperlinks
microcontent very small amount of space to
make your message clear
67Graphics and multimedia content
disadvantages
- take more time to download
- (some) require special plug-ins
- not accessible to all users
- - non-graphical browsers- dont have/dont
want/cant install plug-in- sight/hearing
disabilities
68Graphics and multimedia content
advantages
- can convey information quickly
- useful for cognitively impaired
- useful for deaf community