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CSC111H User Interface Design - some guidelines

CSC111H User Interface Design - some guidelines. Dennis Burford dburford@cs.uct.ac.za. Discussion. What makes a “good” user interface? Is the layout of controls important? Are colors important? How do we put the design principles into practise?. Layout of GUI.

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CSC111H User Interface Design - some guidelines

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  1. CSC111HUser Interface Design - some guidelines Dennis Burford dburford@cs.uct.ac.za

  2. Discussion • What makes a “good” user interface? • Is the layout of controls important? • Are colors important? • How do we put the design principles into practise?

  3. Layout of GUI • Information should flow vertically or horizontally. • Locate the most important information in the upper-left corner. • Group related controls together using open space or a border (NB: labeled borders in Java)

  4. Layout of GUI • Buttons • Center buttons at bottom, or stack upper-right or lower-right • No more than 6 on a screen • Most commonly used button 1st • Meaningful captions: one line, 1-3 words only, Title Capitalisation.

  5. How can the layout of this interface be improved?

  6. … and this one?

  7. Layout continued • Labels: • Label each control: one line, 1-3 words. • Align on left • All above or to the left of component • Follow with colon (:) • Sentence Capitalisation. • Minimize the number of different “margins”

  8. Example How can this layout be made neater?

  9. … and this one?

  10. Only add an extra window to the program if it has a specific purpose which can’t be served by an existing window Multiple Windows

  11. Multiple Windows • How many windows do you really need in your project? • As a general guideline: • A program shouldn’t have more than 2 or 3 goals, which means it shouldn’t have more than two or 3 windows.

  12. Dialogs • Don’t use dialogs unless really necessary • dialog boxes suspend the normal course of event, so only use when really needed. • Give modeless feedback, not modal • don’t stop the normal flow of system activities and interaction (Message boxes are modal, because you have to click OK or Cancel to continue). • don’t interrupt user with problems that are not serious (e.g. “Duplicates removed!” …. does the user really care?)

  13. Colours • Do colours serve a purpose in the GUI? • What colours should you use in your GUI? • What about consistency and simplicity?

  14. Do you think these colours enhance or hinder this interface?

  15. The Meaning of Colours • Strong psychological impact • Meanings: • Red: Hot, Alarm, Danger, Stop • Yellow: Warning, Attention • Green: Ok, Go, Normal • Blue: Cool, Unemphasized • White: Base Colour • Black: Base Colour • Cultural differences (Red in China=happiness)

  16. Where can Colours be useful? • Drawing attention • Indicating status • Conveying complex information • NB: Use sparingly, or you will not only lose the effect, you will confuse the user (maybe even make them feel ill!)

  17. Helping the user to be productive - Some Guidelines • Less is More... • Reduce number of elements in interface without reducing power of program: do more with less • good user interfaces are invisible • KISS

  18. Some Guidelines • Reflect the status of the program • Is program busy or waiting for input from user? • Are we connected or not? • When you need information from the user: • provide defaults, which have a good chance of being correct, rather than providing a blank dialog. • save previous user settings

  19. Some Guidelines • Direct, don’t discuss or demand • Don’t give useless information • Interface should guide user, not force them • Software is often rude and obscure • General Rule: Don’t make the user feel stupid!

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