In this section, I will be talking about some design principles for effective user interface design.
We can look at the following aspects:
1. Input Basics :
Keyboard vs. Mouse vs. Joystick
2. Basics of display design
3. Icons vs. Words and display objects
4. Method structure
5. Support for learning
6. Error recovery
7. Documentation and on-line help
Keyboard Control:
Practice will make a man perfect
If the user needs to pause to recall a command, the speed advantage is gone.
The mouse is the best choice to point to arbitrary objects.
- As long as objects are big enough
- Fitt's law shows that pointing time is:
- Less than linear with increasing distance
Joysticks
Joysticks are good for simulating
For example, for airplane simulation, joysticks are good.
Joysticks are NOT good as pointing device
Don't focus on Appearance
Don't be too concerned with what the display look like because :-
Information retrieval is more important than display
Make sure that the information for each decision is on the screen which the decision is made
Try to have relevant information simultaneously because :-
- Eye movements are fast as compared to additional screens of information
Good Approaches :
- Key information and control always visible
Icons vs. Words as display objects
The current trend is that we should use nifty icons and not boring words. However, this trend is misguided.
There is something we have been taught to use and process information -- words
Icons are often arbitrary and meaningless as compared to typical words for comparing objects
Method Structure
Users should be able to accomplish tasks using a small number of simple and efficient methods
Every high frequency critical task goal should have a simple method
Similar goals should have similar methods
Support for Learning
Ease of learning and speed of use can go hand in hand
Single biggest contribution to ease of learning : Intuition
Simple and Consistent Methods
- Careful choice of functionality and interface design can result in simple methods for learning
Error Recovery
- User errors are difficult design issues
Hard to predict when error will occur
Documentation and On-line help
Documentation should present all of the components of GOMS model for task
- Most documents present list of operator description
Instead:
- Table of contents should have user goals
References :
http://www.eecs.umich.edu/~soar/Classes/494/talks/User-interfaces.pdf
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