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Unit - 4 User Interface Design 1

This document discusses principles of user interface design. It summarizes three "golden rules" established by Theo Mandel: 1) Place the user in control by allowing flexibility and interruptibility of interactions, 2) Reduce the user's memory load by establishing defaults and progressive disclosure of information, and 3) Make the interface consistent using visual cues and maintaining standards across applications. The document provides examples for each rule and defines principles to guide their implementation in interface design.

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0% found this document useful (0 votes)
110 views5 pages

Unit - 4 User Interface Design 1

This document discusses principles of user interface design. It summarizes three "golden rules" established by Theo Mandel: 1) Place the user in control by allowing flexibility and interruptibility of interactions, 2) Reduce the user's memory load by establishing defaults and progressive disclosure of information, and 3) Make the interface consistent using visual cues and maintaining standards across applications. The document provides examples for each rule and defines principles to guide their implementation in interface design.

Uploaded by

Anas Ima
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Unit - 4 User Interface Design 1

UNIT - 4
USER INTERFACE DESIGN
CONCEPTS OF USER INTERFACE

Theo Mandel coins three golden rules:
Place the user in control.
Reduce the users memory load.
Make the interface consistent.
These golden rules actually form the basis for a set of user interface design
principles that guide this important software design activity.
Place the User in Control

During a requirements-gathering session for a major new information system, a key
user was asked about the attributes of the window-oriented graphical interface.
Most interface constraints and restrictions that are imposed by a designer are
intended to simplify the mode of interaction. But for whom?
In many cases, the designer might introduce constraints and limitations to simplify
the implementation of the interface.
The result may be an interface that is easy to build, but frustrating to use.
Mandel defines a number of design principles that allow the user to maintain control:
i) Define interaction modes in a way that does not force a user into
unnecessary or undesired actions.
An interaction mode is the current state of the interface. For example, if spell check is
selected in a word-processor menu, the software moves to a spell checking mode. There
is no reason to force the user to remain in spell checking mode if the user desires to
make a small text edit along the way. The user should be able to enter and exit the mode
with little or no effort.
Unit - 4 User Interface Design 2
ii) Provide for flexible interaction.
Because different users have different interaction preferences, choices should be
provided. For example, software might allow a user to interact via keyboard
commands, mouse movement, a digitizer pen, or voice recognition commands.
But every action is not amenable to every interaction mechanism. Consider, for
example, the difficulty of using keyboard command (or voice input) to draw a
complex shape.
iii) Allow user interaction to be interruptible and undoable.
Even when involved in a sequence of actions, the user should be able to interrupt
the sequence to do something else (without losing the work that had been done).
The user should also be able to undo any action.
iv) Streamline interaction as skill levels advance and allow the interaction
to be customized.
Users often find that they perform the same sequence of
interactions repeatedly.
It is worthwhile to design a macro mechanism that enables an advanced user to
customize the interface to facilitate interaction.
v) Hide technical internals from the casual user.
The user interface should move the user into the virtual world of the application.
The user should not be aware of the operating system, file management functions,
or other arcane computing technology.
In essence, the interface should never require that the user interact at a level that is
inside the machine (e.g., a user should never be required to type operating system
commands from within application software).
vi) Design for direct interaction with objects that appear on the screen.
The user feels a sense of control when able to manipulate the objects that are
necessary to perform a task in a manner similar to what would occur if the object
were a physical thing.
Unit - 4 User Interface Design 3
For example, an application interface that allows a user to stretch an object (scale it
in size) is an implementation of direct manipulation.
Reduce the Users Memory Load
The more a user has to remember, the more error-prone will be the interaction with the
system.
It is for this reason that a well-designed user interface does not tax the users memory.
Whenever possible, the system should remember pertinent information and
assist the user with an interaction scenario that assists recall.
Mandel defines design principles that enable an interface to reduce the users memory
load:
i) Reduce demand on short-term memory.
When users are involved in complex tasks, the demand on short- term memory can
be significant.
The interface should be designed to reduce the requirement to remember past actions
and results.
This can be accomplished by providing visual cues that enable a user to recognize
past actions, rather than having to recall them.
ii) Establish meaningful defaults.
The initial set of defaults should make sense for the average user, but a user should
be able to specify individual preferences.
However, a reset option should be available, enabling the redefinition of original
default values.
iii) Define shortcuts that are intuitive.
When mnemonics are used to accomplish a system function (e.g., alt-P to invoke the
print function), the mnemonic should be tied to the action in a way that is easy to
remember (e.g., first letter of the task to be invoked).
iv) The visual layout of the interface should be based on a real world
metaphor.
Unit - 4 User Interface Design 4
For example, a bill payment system should use a check book and check register
metaphor to guide the user through the bill paying process.
This enables the user to rely on well-understood visual cues, rather than memorizing
an arcane interaction sequence.
v) Disclose information in a progressive fashion.
The interface should be organized hierarchically.
That is, information about a task, an object, or some behavior should be presented
first at a high level of abstraction.
More detail should be presented after the user indicates interest with a mouse
pick.
An example, common to many word-processing applications, is the underlining
function.
The function itself is one of a number of functions under a text style menu.
However, every underlining capability is not listed.
The user must pick underlining, and then all underlining options (e.g., single
underline, double underline, and dashed underline) are presented.
Make the Interface Consistent
The interface should present and acquire information in a consistent fashion.
This implies that (1) all visual information is organized according to a design
standard that is maintained throughout all screen displays, (2) input mechanisms are
constrained to a limited set that are used consistently throughout the application, and
(3) mechanisms for navigating from task to task are consistently defined and
implemented.
Mandel defines a set of design principles that help make the interface consistent:
i) Allow the user to put the current task into a meaningful context.
Many interfaces implement complex layers of interactions with dozens of screen
images.
It is important to provide indicators (e.g., window titles, graphical icons, consistent
color coding) that enable the user to know the context of the work at hand.
Unit - 4 User Interface Design 5
In addition, the user should be able to determine where he has come from and
what alternatives exist for a transition to a new task.
ii) Maintain consistency across a family of applications.
A set of applications (or products) should all implement the same design rules so that
consistency is maintained for all interaction.
iii) If past interactive models have created user expectations, do not make
changes unless there is a compelling reason to do so.
Once a particular interactive sequence has become a de facto standard (e.g., the use
of alt-S to save a file), the user expects this in every application he encounters.
A change (e.g., using alt-S to invoke scaling) will cause confusion.

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