User interface
The user
interface, in the industrial design field of human–machine interaction, is the
space where interactions between humans and machines occur. The goal of this
interaction is to allow effective operation and control of the machine from the
human end, whilst the machine simultaneously feeds back information that aids
the operator‘s decision making process. Examples of this broad concept of user
interfaces include the interactive aspects of computer operating systems, hand
tools, heavy machinery operator controls, and process controls. The design
considerations applicable when creating user interfaces are related to or
involve such disciplines as ergonomics and psychology.
Generally,
the goal of human-machine interaction engineering is to produce a user
interface which makes it easy (self explanatory), efficient, and enjoyable
(user friendly) to operate a machine in the way which produces the desired
result. This generally means that the operator needs to provide minimal input
to achieve the desired output, and also that the machine minimizes undesired
outputs to the human.
With the
increased use of personal computers and the relative decline in societal
awareness of heavy machinery, the term user interface is generally assumed to
mean the graphical user interface, while industrial control panel and machinery
control design discussions more commonly refer to human-machine interfaces.
1 Quality
All great
interfaces share eight qualities or characteristics:
Clarity The interface avoids ambiguity
by making everything clear through language, flow, hierarchy and metaphors for
visual elements.
Concision it‘s easy to make the
interface clear by over-clarifying and labeling everything, but this leads to
interface bloat, where there is just too much stuff on the screen at the same
time. If too many things are on the screen, finding what you‘re looking for is
difficult, and so the interface becomes tedious to use. The real challenge in
making a great interface is to make it concise and clear at the same time.
Familiarity even if someone uses an
interface for the first time, certain elements can still be familiar. Real-life metaphors can be
used to communicate meaning.
Responsiveness
a good interface should not feel sluggish. This means that the interface should
provide good feedback to the user about what‘s happening and whether the user‘s
input is being successfully processed.
Consistency
keeping your interface consistent across your application is important because
it allows users to recognize usage patterns.
Aesthetics
While you don‘t need to make an interface attractive for it to do its job,
making something look good will make the time your users spend using your
application more enjoyable; and happier users can only be a good thing.
Efficiency
Time is money, and a great interface should make the user more productive
through shortcuts and good design.
Forgiveness
A good interface should not punish users for their mistakes but should instead
provide the means to remedy them.
2
Types
Direct
manipulation interface is the name of a general class of user interfaces that
allow users to manipulate objects presented to them, using actions that
correspond at least loosely to the physical world.
Graphical
user interfaces (GUI) accept input via devices such as a computer keyboard and
mouse and provide articulated graphical output on the computer monitor. There
are at least
two different principles widely used in
GUI design: Object-oriented user interfaces (OOUIs) and application oriented
interfaces.[13]
Web-based
user interfaces or web user interfaces (WUI) that accept input and provide
output by generating web pages which are transmitted via the Internet and
viewed by the user using a web browser program. Newer implementations utilize
Java, JavaScript, AJAX, Adobe Flex, Microsoft .NET, or similar technologies to
provide real-time control in a separate program, eliminating the need to
refresh a traditional HTML based web browser. Administrative web interfaces for
web-servers, servers and networked computers are often called control panels.
Touch
screens are displays that accept input by touch of fingers or a stylus. Used in
a growing amount of mobile devices and many types of point of sale, industrial
processes and machines, self-service machines etc.
Command
line interfaces, where the user provides the input by typing a command string
with the computer keyboard and the system provides output by printing text on
the computer monitor. Used by programmers and system administrators, in
engineering and scientific environments, and by technically advanced personal
computer users.
Touch
user interface are graphical user interfaces using a touchpad or touch screen
display as a combined input and output device. They supplement or replace other
forms of output with hepatic feedback methods. Used in computerized simulators
etc.
Hardware
interfaces are the physical, spatial interfaces found on products in the real
world from toasters, to car dashboards, to airplane cockpits. They are
generally a mixture of knobs, buttons, sliders, switches, and touch screens.
Attentive
user interfaces manage the user attention deciding when to interrupt the user,
the kind of warnings, and the level of detail of the messages presented to the
user.
Batch
interfaces are non-interactive user interfaces, where the user specifies all
the details of the batch job in advance to batch processing, and receives the
output when all the processing is done. The computer does not prompt for
further input after the processing has started.
Conversational
Interface Agents attempt to personify the computer interface in the form of an
animated person, robot, or other character (such as Microsoft's Clippy the
paperclip), and present interactions in a conversational form.
Crossing-based
interfaces are graphical user interfaces in which the primary task consists in
crossing boundaries instead of pointing.
Gesture
interfaces are graphical user interfaces which accept input in a form of hand
gestures, or mouse gestures sketched with a computer mouse or a stylus.
Intelligent
user interfaces are human-machine interfaces that aim to improve the
efficiency, effectiveness, and naturalness of human-machine interaction by
representing, reasoning, and acting on models of the user, domain, task,
discourse, and media (e.g., graphics, natural language, gesture).
Motion
tracking interfaces monitor the user's body motions and translate them into
commands, currently being developed by Apple.
Multi-screen
interfaces employ multiple displays to provide a more flexible interaction.
This is often employed in computer game interaction in both the commercial
arcades and more recently the handheld markets.
Non-command
user interfaces, which observe the user to infer his / her needs and
intentions, without requiring that he / she formulate explicit commands.
Object-oriented
user interfaces (OOUI) are based on object-oriented programming metaphors,
allowing users to manipulate simulated objects and their properties.
Reflexive
user interfaces where the users control and redefine the entire system via the
user interface alone, for instance to change its command verbs. Typically this
is only possible with very rich graphic user interfaces.
Tangible
User Interfaces, which place a greater emphasis on touch and physical
environment or its element.
Task-Focused
Interfaces are user interfaces which address the information overload problem
of the desktop metaphor by making tasks, not files, the primary unit of
interaction.
Text-based
user interfaces are user interfaces which output a text. TUIs can either
contain a command-line interface or a text-based WIMP environment.
Voice
user interfaces, which accept input and provide output by generating voice prompts.
The user input is made by pressing keys or buttons, or responding verbally to
the interface.
Natural-language
interfaces – Used for search engines and on web pages. User types in a question
and waits for a response.
Zero-Input
interfaces get inputs from a set of sensors instead of querying the user with
input dialogs.
Zooming
user interfaces are graphical user interfaces in which information objects are
represented at different levels of scale and detail, and where the user can
change the scale of the viewed area in order to show more detail.
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