Gui Design - PowerPoint PPT Presentation

About This Presentation
Title:

Gui Design

Description:

1. Focus on the users and their tasks, not the technology. ... Vineland Couple to Take on Missionary Position. Teacher Strikes Idle Kids ... – PowerPoint PPT presentation

Number of Views:101
Avg rating:3.0/5.0
Slides: 19
Provided by: csMon
Category:

less

Transcript and Presenter's Notes

Title: Gui Design


1
Gui Design
  • Taken from Gui Bloopers by Jeff Johnson

2
First Principles
  • 1. Focus on the users and their tasks, not the
    technology.
  • 2. Consider function first, presentation later.
  • 3. Conform to the users view of the task.
  • 4. Dont complicate the users task.
  • 5. Promote learning.
  • 6. Deliver information, not just data.
  • 7. Design for responsiveness.
  • 8. Try it out on users, then fix it!

3
Focus on the usersAnswer the following Questions.
  • For whom is this product or service being
    designed? Who are the intended customers? Who
    are the intended users? Are the customers and the
    users the same people?
  • What is the product or service for? What
    activity is it intended to support? What
    problems will it help users solve? What value
    will it provide?

4
More Questions
  • What problems do the intended users have now?
    What do they like and disklike about the way they
    work now?
  • What are the skills and knowledge of the intended
    users? Are they motivated to learn? How?
  • How do users conceptualize and work with the data
    in their task domain?

5
And more
  • What are the intended users preferred ways of
    working? How will the product or service fit
    into those ways? How will it change them?

6
Users
  • Software should be designed neither FOR users nor
    BY them, but rather WITH them.

7
2. Consider Function First
  • This does NOT mean Get the functionality
    designed and implemented first, and worry about
    the user interface later.
  • It means consider the purpose, structure, and
    function of the user interface and of the
    software as a whole before considering the
    presentation the surface appearance of the
    user interface.
  • The word function here does not mean
    implementation, it means role what does it do?

8
KISS
  • Keep It Simple Stupid
  • Keep it as simple as possible, but no simpler.

9
3. Conform to the users view
  • Dont make users commit unnatural acts.
  • Steps users have to perform to get what they want
    that have no obvious connection to their goal.
  • Imposing arbitrary restrictions
  • Limiting persons name to 16 characters
  • Allowing table rows to be sorted by at most three
    columns
  • Providing undo for only the last three actions
  • Forcing all address book entries to specify a fax
    number even though some people dont have fax
    machines

10
Cont.
  • Use the users vocabulary, not your own
  • Keep the program internals inside the program.
  • Find the correct point on the power/complexity
    trade-off
  • Sensible defaults
  • Templates or canned solutions
  • Progressive disclosure
  • Generic commands (create, copy, move, )
  • Task specific design

11
4. Dont complicate the users task
  • Common tasks should be easy.
  • Support customization
  • Provide wizzards
  • Dont give users extra problems to solve.
  • Tiff to gif conversion, etc.

12
5. Promote Learning
  • Think outside-in not inside-out
  • Dont design like you assume the users will
    automatically know what the developers intended.
  • Often the cause of Textual Ambiguity

13
Textual Ambiguity
  • Crowds Rushing to See Pope Trample 6 to death
  • Drunk Gets Nine Months in Violin Case
  • Vineland Couple to Take on Missionary Position
  • Teacher Strikes Idle Kids
  • British Left Waffles on Falkland Islands
  • Iraqi Head Seeks Arms
  • New Vaccine May Contain Rabies
  • Two Soviet Ships Collide, One Dies
  • The patient was at deaths door, but the doctor
    pulled him through!

14
Other Ambiguities
  • Typographical Ambiguity
  • DOIT
  • Graphical Ambiguity
  • In or out

15
6. Deliver Information not just data
  • Design displays carefully get professional help.
  • Visual order and user focus
  • Match the medium
  • Attention to detail
  • The screen belongs to the user.
  • Preserve display inertia
  • Minimize what changes when responding to an action

16
7. Design for Responsiveness
  • Responsive software keeps up with users even if
    it cant fulfill every request immediately.
  • It provides enough feedback for users to see what
    they are doing.
  • It lets users know when its busy and when its
    not.

17
Poor Responsiveness
  • Delayed or nonexistent feedback for user actions.
  • Time-consuming operations that block other
    activity and cannot be aborted.
  • Providing no clue how long lengthy operations
    will take
  • Periodically ignoring user input while performing
    internal housekeeping tasks

18
8. Try it out on users, then fix it!
  • Test results can surprise even experienced
    designers.
  • Schedule time to correct problems found by tests.
  • Testing has two goals informational and social
  • Find aspects of the user interface that cause
    problems
  • Convince developers that there are problems
Write a Comment
User Comments (0)
About PowerShow.com