Principles
of User Interface Design
It should be useful, accomplishing some business
objectives faster and more efficiently than the previously used method or tool
did. It must also be easy to learn, for people want to do, not learn to do.
The interface itself should serve as both a
connector and a separator: a connector in that it ties the user to the power of
the computer, and a separator in that it minimizes the possibility of the
participants damaging one another. We will begin with the first set of
published principles, those for the Xerox STAR.
Principles for the Xerox STAR
The illusion of manipulable objects: Displayed
objects that are selectable and manipulable must be created. A design challenge
is to invent a set of displayable objects that are represented meaningfully and
appropriately for the intended application. It must be clear that these objects
can be selected,
Visual order and viewer focus: Effective visual
contrast between various components of the screen is used to achieve this goal.
Animation is also used to draw attention, as is sound. Feedback must also be
provided to the user.
Revealed structure: The distance between one’s
intention and the effect must be minimized. The relationship between intention
and effect must be tightened and made as apparent as possible to the user.
Consistency: Consistency aids learning. Consistency
is provided in such areas as element location, grammar, font shapes, styles,
and sizes, selection indicators, and contrast and emphasis techniques.
Appropriate effect or emotional impact: The
interface must provide the appropriate emotional effect for the product and its
market. Is it a corporate, professional, and secure business system? Should it
reflect the fantasy, wizardry, and bad puns of computer games?
A match with the medium: The interface must also
reflect the capabilities of the device on which it will be displayed. Quality
of screen images will be greatly affected by a device’s resolution and
color-generation capabilities.
General Principles
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.
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.
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.
Configurability
Permit
easy personalization, configuration, and reconfiguration of settings.
·
Enhances a sense of control.
·
Encourages an active role in understanding.
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.
In
addition to increased learning requirements, inconsistency in design has a number of other prerequisites
and by-products, including:
More
specialization by system users.
Greater
demand for higher skills.
More
preparation time and less production time.
More
frequent changes in procedures.
More
error-tolerant systems (because errors are more likely).
More
kinds of documentation.
More time
to find information in documents.
More
unlearning and learning when systems are changed.
More
demands on supervisors and managers.
More
things to do wrong.
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.
Directness
Provide
direct ways to accomplish tasks.
·
Available alternatives should be visible.
·
The effect of actions on objects should be visible.
Efficiency
Minimize
eye and hand movements, and other control actions.
·
Transitions between various system controls should
flow easily and freely.
·
Navigation paths should be as short as possible.
·
Eye movement through a screen should be obvious and
sequential.
Anticipate
the user’s wants and needs whenever possible.
Familiarity
Employ
familiar concepts and use a language that is familiar to the user.
Keep the
interface natural, mimicking the user’s behavior patterns.
Use
real-world metaphors.
Flexibility
A system
must be sensitive to the differing needs of its users, enabling a level and type of performance
based upon:
·
Each user’s knowledge and skills.
·
Each user’s experience.
·
Each user’s personal preference.
·
Each user’s habits.
·
The conditions at that moment.
Forgiveness
Tolerate
and forgive common and unavoidable human errors.
·
Prevent errors from occurring whenever possible.
·
Protect against possible catastrophic errors.
Predictability
The user
should be able to anticipate the natural progression of each task.
Provide
distinct and recognizable screen elements.
Provide cues to the result of an action to be
performed.
All
expectations should be fulfilled uniformly and completely.
When an
error does occur, provide constructive messages.
Recovery
A system
should permit:
·
Commands or actions to be abolished or reversed.
·
Immediate return to a certain point if difficulties
arise.
Ensure
that users never lose their work as a result of:
·
An error on their part.
·
Hardware, software, or communication problems.
Responsiveness
The
system must rapidly respond to the user’s requests.
Provide
immediate acknowledgment for all user actions:
·
Visual.
·
Textual.
·
Auditory.
Simplicity
Provide
as simple an interface as possible.
Five ways
to provide simplicity:
·
Use progressive disclosure, hiding things until
they are needed.
Present
common and necessary functions first.
Prominently
feature important functions.
Hide more
sophisticated and less frequently used functions.
·
Provide defaults.
·
Minimize screen alignment points.
·
Make common actions simple at the expense of
uncommon actions being made harder.
·
Provide uniformity and consistency.
Transparency
Permit
the user to focus on the task or job, without concern for the mechanics of the interface.
·
Workings and reminders of workings inside the
computer should be invisible to the user.
Trade-Offs
Final
design will be based on a series of trade-offs balancing often-conflicting
design principles.
People’s
requirements always take precedence over technical requirements.
Application:
Online
Banking system
Aadhar
application
Railway Reservation
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