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Design basics and rules of
human interface
To Err is Human
• Many Accidents Are Inherent in Design or Installation of
Human Interfaces (Example)
- Bad interfaces are slow or error-prone to use
- Bad interfaces cost money and lives
• Making Mistakes is Human’s Nature
- Humans are not infallible consistent creatures
- Systems should be designed to reduce the likelihood of those
mistakes and to minimize the consequences when mistakes
happen
• The Core of Interface Design
- Put the user first
- Keep the user in the center
- Remember the user at the end
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Local Structure
• Go-Seeking Behavior
– Users have some idea of what they are after and a partial
model of the system, and meander through the system to
try to get closer to their goals
– System needs to give the users enough knowledge to help
them get closer to their goals
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Start (^) Goal
Local Structure
• Four Design Rules
- Users should know where they are
- The web page or screen should make clear where the users are in terms of
the interaction or state of the system
- e.g. Some web pages show “breadcrumbs” at the top of the screen, the path of the titles which indicate where the page is in the entire website
- Users should know what they can do
- What can be pressed or clicked to go somewhere or do something
- Users should know where they are going (or what will happen)
- Where they will be taken after clicking a button or a link
- Icons that are not self-explanatory should always be accompanied by labels
or at the very least tooltips or some similar techniques
- Users should know where they have been (or what they have done) - The system should give feedback or confirmation of what the users have
done
- e.g. When a file in Microsoft Word is being saved, a status bar at the bottom of its page shows its progress 5
Global Structure
• Overall Structure of An Application
– The way how various screens, pages or device states link
together
• Hierarchy Organization
– Usually by functions of system elements, but can also by
roles, user types, modules, etc.
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The system
info and help management messages
add user remove user
Functional Hierarchy of a Messaging System
Global Structure
• Hierarchy Organization (Cont.)
– Detailed knowledge of the intended user is essential
- Different people may have different internal structures for their
knowledge and may use different vocabulary
- It is not good to create a hierarchy that the designer understands but
not the users
– Deep hierarchies are difficult to navigate
- It is better to have broad top-level categories or to present just a few
levels of menu on one screen or web page
- Items on a screen or page should be structured, depending on the
user’s purpose
- e.g. If the user wants to look up information of a particular state in the
USA, an alphabetical list of all state names would be best; if the user wants
to search for states in a particular region, then a list by region would be
more appropriate
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Global Structure
• Dialog (Cont.)
– Human-computer dialogue
- Overall patterns of interaction between the user and system
- Details may differ
– Network diagrams
- Principal states or screens are linked together with arrows
- They can
- Show what leads to what
- Show what happens when
- Include branches and loops
- Be more task-oriented than hierarchy
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11
Main screen Remove user Confirm
Add user
Network Diagram Showing the Process of Adding or Removing a User from the Messaging System
Screen Design and Layout
• Form Follows Functions
– Let the required interactions drive the design and layout
- What actions do the users perform? What kinds of information do users need? In what order different kinds of information are likely to be needed?
• Visual Tools for Layout
– Grouping and structure of items
– Order of groups and items
– Decoration features
– Alignment of items
– White space between items
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Screen Design and Layout
• Grouping and Structure of Items
– If items logically belong together, then they should
physically be grouped together
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Billing details :
Name Address: … Credit card no
Delivery details :
Name Address: … Delivery time
Order details :
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.
- Details for billing and delivery are grouped spatially
- The list of items actually ordered are separated from billing and delivery details by a line as well as spatially
Grouping Related Items in an Order Screen
Screen Design and Layout
• Alignment
– For users who read text from left to right, lists of text
items should normally be aligned to the left
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Dix Finaly Abowd Beale
Dix Finlay Abowd Beale
Screen Design and Layout
• Alignment (Cont.)
– Numbers should normally be aligned to the right (for
integers) or at the decimal point
- Shape of the column gives an indication of magnitude
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19
sherbet 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
sherbet 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
sherbet 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
Leaders
Color Background
Right Aligning Text Items (good if the user scans the numbers frequently but only occasionally scans the names of items)
Screen Design and Layout
• White Space
– Space to separate blocks
- e.g. Gaps between paragraphs or space between sections in a report
– Space to create complex structures
– Space to highlight
- e.g. Used frequently in magazines to highlight a quote or graphic
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E F
D
B C
A
Space to Separate
Space to Structure
Space to highlight