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Ui design – general guidelines. Why designers go astray Putting aesthetics first: "It probably won a prize." Putting aesthetics first: "It probably won.

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Presentation on theme: "Ui design – general guidelines. Why designers go astray Putting aesthetics first: "It probably won a prize." Putting aesthetics first: "It probably won."— Presentation transcript:

1 Ui design – general guidelines

2 Why designers go astray Putting aesthetics first: "It probably won a prize." Putting aesthetics first: "It probably won a prize." Designers are not typical users (esp programmers) Designers are not typical users (esp programmers) –Clients are not always users

3 Key Pillars of Design: Guidelines Guidelines Prototyping Prototyping Reviews and usability testing Reviews and usability testing

4 How do you help users to avoid errors? Put the knowledge in the world Put the knowledge in the world Use the power of natural and artificial limitations Use the power of natural and artificial limitations Simplify the structure of tasks Simplify the structure of tasks Invite exploration (make things visible when relevant) Invite exploration (make things visible when relevant) Design expecting error Design expecting error

5 Eight golden rules of interface design Strive for consistency Strive for consistency –unless you have a good reason not to Provide shortcuts Provide shortcuts Offer informative feedback Offer informative feedback Design dialogs to yield closure Design dialogs to yield closure Permit easy reversal of actions Permit easy reversal of actions Support internal locus of control Support internal locus of control Reduce short term memory load Reduce short term memory load

6 Balance of Automation and Human Control Let humans do what humans do best and computers do what computers do best Let humans do what humans do best and computers do what computers do best Humans better at: sensing low level stimuli, pattern recognition, inductive reasoning, multiple strategies, adapting Humans better at: sensing low level stimuli, pattern recognition, inductive reasoning, multiple strategies, adapting Computers better at: counting and measuring, accurate storage and recall, rapid and consistent responses, data processing/calculation, repetitive actions, performance over time Computers better at: counting and measuring, accurate storage and recall, rapid and consistent responses, data processing/calculation, repetitive actions, performance over time

7 How to do things wrong Make things invisible Make things invisible Be arbitrary Be arbitrary Be inconsistent Be inconsistent Make operations unintelligible Make operations unintelligible Be impolite Be impolite Make operations dangerous Make operations dangerous

8 How to do things right Use knowledge in the world and knowledge in the head [see forcing] Use knowledge in the world and knowledge in the head [see forcing] Simplify the structure of tasks Simplify the structure of tasks Make things visible (invite exploration) Make things visible (invite exploration) Get the mappings right Get the mappings right Exploit the power of constraints Exploit the power of constraints Design for error Design for error Standardize Standardize

9 Forcing Forcing functions Forcing functions –Examples: locking keys in car, interlocks on seatbelts, forgetting bank cards, swiping pens –Methods: interlocks, lockins, lockouts Design lessons Design lessons –Put the knowledge in the world –Use the power of natural and artificial constraints –Narrow the gulfs of execution and evaluation


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