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Design Principles – Part 1 of 3

Design Principles – Part 1 of 3. Introduction.

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Design Principles – Part 1 of 3

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  1. Design Principles – Part 1 of 3 Introduction This material has been developed by Georgia Tech HCI faculty, and continues to evolve. Contributors include Gregory Abowd, Jim Foley, Diane Gromala, Elizabeth Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Comments directed to foley@cc.gatech.edu are encouraged. Permission is granted to use with acknowledgement for non-profit purposes. Last revision: February 2012. UI Design - Georgia Tech

  2. Outline • Introduction • Guidelines / Principles • Learnability • Support for learning for users of all levels • Flexibility • Support for multiple ways of doing tasks • Robustness • Support for recovery • Design Patterns • Styleguides • Summary UI Design - Georgia Tech

  3. What are Design Principles? • Rules of thumb to help with the design process • AKA Design Guidelines, Design Rules UI Design - Georgia Tech

  4. Design Principles - Overview • Become obvious to user of poorly-designed UIs • Are easy to ignore • Apply at multiple levels of design • Are neither complete nor orthogonal • Can all be “broken”, often to satisfy another rule • Have underpinnings in psychology or experience or common sense UI Design - Georgia Tech

  5. Why we Need Design Principles dilbert UI Design - Georgia Tech

  6. Many Sets of Design Principles • Norman, Design of Everyday Things • Shneiderman, Designing the User Interface • Dix, Finlay, Abowd, Beale (DFAB), Human-Computer Interaction • DFAB Taxonomy/terminology used here • Foley et al, Computer Graphics: Principles and Practice • And many more - including in styleguides, discussed later UI Design - Georgia Tech

  7. Norman’s Guidelines Bridge the gulf of execution and evaluation Provide affordances Provide user with a conceptual model that is consistent with system operation Make current state visible Make action alternatives visible Provide natural mappings Provide continuous feedback Use constraints Use knowledge in the head and knowledge in the world Design for error When all else fails, standardize

  8. Shneiderman’s Guidelines 1. Strive for consistency 2. Enable frequent users to use shortcuts 3. Offer informative feedback 4. Design dialogs to yield closure 5. Offer error prevention and simple error handling 6. Permit easy reversal of actions 7. Support internal locus of control 8. Reduce short-term memory load

  9. Foley’s Guidelines • Be consistent • Provide feedback • Minimize error possibilities – don’t set the user up for a fall • Provide error recovery • Accommodate multiple skill levels • Minimize memorization UI Design - Georgia Tech

  10. DFAB’s Principles (1 of 3) • Learnability - Ease with which new users can begin effective interaction and achieve maximal performance • Predictability • Synthesizability • Familiarity • Generalizability • Consistency UI Design - Georgia Tech

  11. DFAB’s Principles (2 of 3) • Flexibility - Multiplicity of ways that users and system exchange information • Dialog Initiative • Multithreading • Task migratability • Substitutivity • Customizability UI Design - Georgia Tech

  12. DFAB’s Principles (3 of 3) • Robustness - Supporting user in determining successful achievement and assessment of goals • Observability • Recoverability • Responsiveness • Task Conformance UI Design - Georgia Tech

  13. Concepts, Principles, Guidelines • No “cookbooks” • No simple, universal checklists • There are many concepts, principles, and guidelines • Understand the higher level principles that apply across situations, display types, etc. • Implement the standards and guidelines …a few details… UI Design - Georgia Tech

  14. Goals What we want to happen An intention to act so as to achieve the goal Evaluation of the interpretations with what we expected to happen The actual sequence of actions that we plan to do Interpreting the perception according to our expectations The physical execution of that action sequence Perceiving the state of the world Many Principles Apply at Multiple Levels • Conceptual (model) • Semantic (meanings of actions & visual organizations/encodings - or auditory) • Syntactic (input sequencing,output organization) • Lexical (physical actions, visual encodings) • Similar toNorman’s,especiallysyntactic & lexical UI Design - Georgia Tech

  15. The End UI Design - Georgia Tech

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