GUI Design: Principles of Intuitive and Efficient Human-Machine Interfaces, Slides of Computer Science

An overview of gui design principles, focusing on creating intuitive and simple interfaces that cater to different user needs. Topics include the importance of intuitive design, the principle of least surprise, passive and active gui elements, feedback, minimizing user effort, and progressive disclosure. User testing is emphasized for ensuring effective design.

Typology: Slides

2012/2013

Uploaded on 03/19/2013

dharamnishth
dharamnishth 🇮🇳

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GUI Design

HMI design

  • There are entire college courses taught on HMI (Human-Machine Interface) design
  • This is just a very brief presentation on some of the points that I consider most essential
  • The goal is (usually) to make the design:
    • Intuitive: It behaves as the user expects
    • Simple: Not cluttered
    • Complete: It lets the user do everything that the program is capable of doing
  • From CIT591, day one: A program is elegant if it combines power with simplicity

“Intuitive” design

  • An interface is intuitive if a new user grasps immediately how to use it
  • It is impossible to make a very specialized task intuitive to someone who doesn’t understand the underlying principles - For example, 3D animation programs - Very few programs are of this nature
  • What is “intuitive” varies from person to person
    • However, most computer users have some common expectations as to how common controls work

Principle of Least Surprise

  • The Principle of Least Surprise says that the GUI should do the least surprising (= most expected) thing
  • Users have strong expectations about how GUI elements, such as Buttons, work
  • Users also have strong expectations about how and when files are opened and saved, and a host of other things - Anything that we “take for granted” in an interface should not be violated without very good reason

Active GUI elements

  • The most common active GUI element is the Button - When you click a button, you expect something to happen - Buttons that only make settings for future use should not be Buttons
  • Menu items may be either active or passive
    • Menu items that are just settings should have a checkmark in front of them when “turned on”
    • Menu items that change their labels (such as On or Off ) are just confusing - Does On mean the feature is on, or you have to click itDocsity.com

Feedback

  • Everything the user does in a GUI should result in feedback as to whether it worked - Example: Checkboxes get checked, radio buttons get “pushed,” typing shows up in text areas, etc.
  • Clicking a button should either show the results, display a message that the action occurred, start a “progress bar” going, or pop up a dialog box that says what went wrong
  • Items that cannot be used at the moment should be made inactive (so that they are visibly “grayed out”) - This also solves the problem of what to do if the user clicks on one—it can’t happen - Items that cannot be used at the moment should not be removed, which will cause the user to waste time looking for them

Simple design

  • Windows that do everything are too cluttered to use easily - For example, you should not put your preferences and your working elements in the same window - One ambulance company used a single window for maintenance information, keeping track of which employees were on duty, and dispatching ambulances
  • Separate concerns—present windows that give the user the right tools for what they are working on now Docsity.com

Progressive disclosure

  • Simple design does not mean less control
  • The Principle of Progressive Disclosure says to hide complexity until it is needed - For example, look at the Preferences... menu on almost any large program - You don’t see all the possible settings at once - Settings are grouped according to what the user is probably trying to do—change the appearance, set security levels, etc.

The End