User Interface Standards

From Computing and Software Wiki

(Difference between revisions)
Jump to: navigation, search
(Overview)
(Design)
Line 49: Line 49:
=Design=
=Design=
-
(From http://www.ambysoft.com/essays/userInterfaceDesign.html) -
+
(From http://www.ambysoft.com/essays/userInterfaceDesign.html)
-
 
+
-
The structure principle. Your design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with your overall user interface architecture.
+
-
 
+
-
The simplicity principle. Your design should make simple, common tasks simple to do, communicating clearly and simply in the user’s own language, and providing good shortcuts that are meaningfully related to longer procedures.
+
-
 
+
-
The visibility principle. Your design should keep all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don’t overwhelm users with too many alternatives or confuse them with unneeded information.
+
-
 
+
-
The feedback principle. Your design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users.
+
-
 
+
-
The tolerance principle. Your design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions reasonable.
+
-
 
+
-
The reuse principle. Your design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
+
=Techniques=
=Techniques=
=Human Factors & Ergonomics=
=Human Factors & Ergonomics=

Revision as of 22:17, 14 November 2009

Contents

Overview

TALK ABOUT TRIAL AND ERROR, SIMPLICITY,ETC

(Use http://www.isii.com/ui_design.html)

Standards

TAKE FROM APPLE AND MICROSOFT AND MORE CRAP
http://developer.apple.com/mac/library/documentation/UserExperience/Conceptual/AppleHIGuidelines/XHIGIntro/XHIGIntro.html
http://developer.apple.com/mac/library/documentation/DeveloperTools/Conceptual/IB_UserGuide/Introduction/Introduction.html
http://www.beta-research.com/standards.html GOOD RESOURCE

Titles and Icons

Shortcuts

Sizing

Prompts

Asthetics

Formatting

Mouseovers

User Input

Text

Menus

Controls

Windows

Pointers

Principles

PUT THE DESIGN PRINCIPES FROM THE NOTES AND GOLDEN RULES

(From http://www.useit.com/papers/heuristic/heuristic_list.html)
Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

Design

(From http://www.ambysoft.com/essays/userInterfaceDesign.html)

Techniques

Human Factors & Ergonomics

Personal tools