User Interface Design
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User Interface Design
Prof. Alex Bardas
Interface Design
• A well-designed graphical user interface decreases the user's learning curve and is able to lessen the user's mental load when using the application
Easy to understand? Easy to learn? Easy to use?
2
Objectives of GOOD HCI Design
• Increase safety • Improve reliability • Improve maintainability • Increase comfort • Increase user acceptance • Increase efficiency • Improve system performance • Improve working environment
• Reduce errors • Reduce loss of time • Reduce fatigue and stress • Reduce boredom • Reduce training requirements • Reduce personnel requirements • Accommodate disabilities • Accommodate different
nationalities
3
Typical Design Errors
• Lack of consistency • Too much memorization • Too many steps, motions • Unfriendly • No guidance / help • Poor response • No context sensitivity
4
Golden Rules
Three golden rules form the basis of UI design principles: • Place the user in control • Reduce the user’s memory load • Make the interface consistent
5
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions.
Help window of Department of Commerce CBS/CAMS system
6
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions
2. Provide for flexible interaction
7
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions
2. Provide for flexible interaction 3. Allow user interaction to be interruptible and undoable
How do you cancel?
8
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions.
2. Provide for flexible interaction. 3. Allow user interaction to be interruptible and undoable. 4. Streamline interaction as skill levels advance and allow the
interaction to be customized.
9
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions.
2. Provide for flexible interaction. 3. Allow user interaction to be interruptible and undoable. 4. Streamline interaction as skill levels advance and allow the
interaction to be customized. 5. Hide technical internals from the casual user.
10
Prof. Alex Bardas
Interface Design
• A well-designed graphical user interface decreases the user's learning curve and is able to lessen the user's mental load when using the application
Easy to understand? Easy to learn? Easy to use?
2
Objectives of GOOD HCI Design
• Increase safety • Improve reliability • Improve maintainability • Increase comfort • Increase user acceptance • Increase efficiency • Improve system performance • Improve working environment
• Reduce errors • Reduce loss of time • Reduce fatigue and stress • Reduce boredom • Reduce training requirements • Reduce personnel requirements • Accommodate disabilities • Accommodate different
nationalities
3
Typical Design Errors
• Lack of consistency • Too much memorization • Too many steps, motions • Unfriendly • No guidance / help • Poor response • No context sensitivity
4
Golden Rules
Three golden rules form the basis of UI design principles: • Place the user in control • Reduce the user’s memory load • Make the interface consistent
5
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions.
Help window of Department of Commerce CBS/CAMS system
6
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions
2. Provide for flexible interaction
7
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions
2. Provide for flexible interaction 3. Allow user interaction to be interruptible and undoable
How do you cancel?
8
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions.
2. Provide for flexible interaction. 3. Allow user interaction to be interruptible and undoable. 4. Streamline interaction as skill levels advance and allow the
interaction to be customized.
9
Place the User in Control
1. Define interaction modes in a way that does not force a user into unnecessary or undesired actions.
2. Provide for flexible interaction. 3. Allow user interaction to be interruptible and undoable. 4. Streamline interaction as skill levels advance and allow the
interaction to be customized. 5. Hide technical internals from the casual user.
10
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