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a)
Conceptual Design
> Design and communicate a good
conceptual model
> A well-designed interface is
transparent
> Design an interface that visually
communicates its conceptual model
> Use progressive disclosure
structure the interface semantically
> Provide meaningful paths and
exits
> Well-designed conceptual model
helps
........-
Learnability to advanced beginners
and competent performers
........-
Ease of use, error-free use,
retention over time and subjective satisfaction
for competent
...........and
expert performers
b) Use Metaphores
> Metaphors help users to build
a conceptual model
> Design icons and visual relative
to each other to enhance the metaphor
> Not all widgets are metaphors
> Dont need to take metaphors
to logical extremes if it does not suit
the design
> Metaphors helps in
.......-.Learnability,
ease of use and subjective satisfaction
for novices and advanced beginners
.......-
Retention over time for all
users
c) Use Constrains
> The software encourages the
user to do the right things at the right
time
> Prevents or discourages from
doing wrong things and warns about the consequences
> Constraints
.....- Are
good for novices and advanced beginners
to minimize errors, help them learn the
interface
.....- make
it easier and faster to use
.....- May
hamper competent and expert performers
d) Affordances
and Mappings
> It should be possible to determine
the relationships
.....- Between
actions and results
.....- Between
controls and their effects
.....- Between
the system state and what is visible
> Make controls look and feel
different
> Affordances and mappings
.....- Help
novices and advanced beginners learn the
interface, make it easier and faster to
use
.......and
help in minimizing errors
.....- Help
competent performers to retain the interface
over time
.....- Help
in mission-critical applications
e) Direct Manipulation
> Allow
users to directly manipulate objects
> Use the object-action paradigm
wherever possible
>
Extend
metaphors only as long as it does not directly
contradict the mental model
>
Helps
novices and advanced beginners to learnability,
ease of use and subjective satisfaction
e)
Visual Design
> Use
visuals for effective communication
> Design
all visual elements relative to each other
to enhance the conceptual model
>
Promote
visual clarity avoid clutter
>
Use
visual work together with text
>
Graphics
icons, windows, dialog boxes, buttons
need to be designed as a communicative
environment
>
Clear
and consistent visual design
.....-
Improves learnability
for novices and advanced beginners
.....-
Aids recall and subjective
satisfaction for novices, advanced beginners
and competent performers
e)
Consistency
>
Effective
applications are consistent within themselves
as well as with one another
>
WYSIWYG(what
you see is what you get)
>
Sustain
the context of user tasks and data. Be consistent
with
.....-
Data across
views
.....-
Results of
actions
.....-
Functionality
across tasks
.....-
Sequence of
tasks
>
Be
consistent between applications
>
Allow
interoperability with other applications
>
Be
consistent across versions
>
Be
consistent in visual design
>
Consistency
.....-
Improves
error free use for all users
.....-
Helps
advanced beginners learn from other applications
e)
Feedback
>
People
expect physical actions to give physical
results
>
Feedback
makes users a feel that they are in charge
>
Give
users full and continuous feedback about
the results of actions
>
Be
brief and direct, use users vocabulary
>
Establish
proper tone of voice
>
User
time is precious make good use of
it
>
Give
feedback to help users to detect and correct
errors
>
Use
sound for feedback selectively
>
Be
useful rather than cute
>
Sounds
are intrusive benefit as well as
a drawback
>
Good
feedback
.....-
Helps
novices, advanced beginners and competent
performers learn quickly
.....-
Allows
error recovery and improves ease of use
and subjective satisfaction for all users
e)
Visibility
>
By
looking, the user can tell the state of
the device and the alternatives for action
>
Dim
out actions not available currently, but
dont make them invisible
>
Provide
visual clues to allow users to understand
where they are, what they are doing and
what they can do next
>
Helps
novices, advanced beginners and competent
performers to learn the interface, makes
it easy and error free to use and enhances
subjective satisfaction
>
Improves
the retention over time for all users
e)
Standards
>
If
all else fails, standardize
>
Following
GUI standards helps in
.....-
Learnability
of the interface for novices and advanced
beginners
.....-
Reducing
errors in operation for novices, advanced
beginners and competent performers
e)
Forgiving
>
If
error is possible, someone will make it
>
Design
to minimize the occurrence of errors
>
Make
errors cost free
>
Make
actions reversible
>
Warn
about irreversible actions before doing
them
>
If
you allow users to customize, provide a
way to restore defaults
>
Forgiving
interface
.....-
Makes
it more learnable and easy to use for novices
and advanced beginners
.....-
Allows
error recovery and enhances experience and
subjective satisfaction of all users
e) Minimize
User Memory and Task Load
>
Minimize
use of user short term memory
>
Put
knowledge in the world
>
Users
are better at recognition than recall
>
Provide
visual clues
>
Use
the power of constraints and forcing functions
>
Allow
for more efficient operation when the user
has learnt the operations, (knowledge in
the head)
>
Let
the computer do what the computer can
>
Ensures
learnability and ease of use for novices
and advanced beginners
>
Minimizes
errors and improves speed
e)
Modality
>
Use
modes judiciously avoid unnecessary
modes
>
If
using modes, give constant feedback about
current mode
>
People
are often disturbed while they are working,
or they often change their mind
>
Modes
may even be necessary
>
Modes
can be used for helping novices and advanced
beginners
>
Careful
use of modes can make an interface learnable,
error-free use, easy to use and fast to
use for novices
and advanced beginners
>
A
modeless interface will allow competent
performers and experts the ease of use as
well as speed of use
e)
Multiple Input Paths
>
Allow
users to specify inputs through multiple
paths
>
Users
have different habits at different times
>
Users
in different stages prefer different methods
of input
>
Users
familiar with a different software will
find it quicker to learn your product
>
Multiple
input paths affects
>
Learnability
for novices and advanced beginners
.....-
Ease
of use and speed of use for competent and
expert users
e)
Customization
>
Modify
look and feel
.....-
Colors,
mouse buttons, tool bars, layouts etc.???
>
Enhance
functionality
.....-
Develop
custom style sheets, color pallets, add
words to dictionary, add names to address
books etc
>
Empower
the experienced user to improve productivity
through customization
>
Help
users customize user tasks (rather than
computer tasks)
>
Provide
multiple inputs paths
>
Allow
for keyboard shortcuts and type-ahead systems
>
Customization
.....-
Helps
competent performers and experts to improve
speed and ease of use and minimize errors
.....-
Threatens
novices and advanced beginners with complexity
of mental models
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