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Chapter 4 Notes

The document discusses elements of good user interface design including placing users in control, consistency, and reducing memory load. It also discusses Shneiderman's "Eight Golden Rules of Interface Design" which provide guidelines for consistency, informative feedback, error handling and more. Finally, it covers features of modern graphical user interfaces such as windows, icons, menus and events driven by user interactions.
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0% found this document useful (0 votes)
103 views2 pages

Chapter 4 Notes

The document discusses elements of good user interface design including placing users in control, consistency, and reducing memory load. It also discusses Shneiderman's "Eight Golden Rules of Interface Design" which provide guidelines for consistency, informative feedback, error handling and more. Finally, it covers features of modern graphical user interfaces such as windows, icons, menus and events driven by user interactions.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Elements of Good Design

Various elements of good design of user interface are :

1. Place users in control of the interface : In this element you can do the following things:

(i) Define an interaction mode in a way that does not force a user into unnecessary actions.
(ii) Provide for flexible user interaction because different users have different interaction choice, preference should be
provided.
(iii) To allow user interaction to be interruptible.
(iv) To hide technical internals from the casual user.
(v) Design for direct interaction will objects that appear on the screen.

2. Make the user interface consistent : The interface must present and acquire information in a consistent manner. For this do
the following things:
(i) All visual information is organized as per the design standard i.e. maintained throughout all screen displays
(ii) Input mechanisms of interface are constrained to a limited set that is used consistency throughout the application.
(iii) Mechanisms or techniques for navigation from task-to-task are consistently defined and implemented.

3. Reduce the User's memory Load : To reduce user's memory load do the following things :

(i) Reduce the number of actions required to complete the task.


(ii) Establish meaningful defaults.
(iii) The visual layout of the interface should be based on real world metaphor.
(iv) Define shortcuts that are intuitive.
(v) Disclose information in a progressive manner or fashion.

"Eight Golden Rules ofI nterface Design"


To improve the usability of an application it is important to have a well designed interface. Shneiderman's
"EightGoldenRules of Interface Design" are aguide to good interaction design.

1 Strive for consistency.


Consistent sequences of actions should be required in similar situations; identical terminology should be
usedin prompts, menus, andhelp screens; andconsistent commandsshould beemployedthroughout.

2 Enable frequent users to use shortcuts.


As the frequency of use increases, so do the user's desires to reduce the number of interactions and to
increase the pace of interaction. Abbreviations, function keys, hidden commands, and macro facilities are
very helpful to an expert user.

3 Offer informative feedback.


For every operator action, there should be some system feedback. For frequent and minor actions, the
response canbemodest,while for infrequent andmajoractions,the response should bemore substantial.

4 Design dialog to yield closure.


Sequences of actions should be organized into groups with a beginning, middle, and end. The informative
feedback at the completion of a group of actions gives the operators the satisfaction of accomplishment, a
sense of relief, the signal to drop contingency plans and options from their minds, and an indication that
theway is clear to prepare for the next group of actions.

5 Offer simple error handling.


As much as possible, design the system so the user cannot make a serious error. If an error is made, the
system should be able to detect the error and offer simple, comprehensible mechanisms for handling the
error.

6 Permit easy reversal of actions.


This feature relieves anxiety,since the user knows that errors canbeundone; it thus encourages exploration of
unfamiliar options. The units of reversibility may be a single action, a data entry, or a complete group of
actions.

7 Support intern allocus of control.


Experienced operators strongly desire the sense that they are in charge of the system and that the system
responds to their actions. Design the system to make users the initiators of actions rather than the
responders.

8 Reduce short-term memory load.


The limitation of human information processing in short-term memory requires that displays be kept simple,
multiplepagedisplaysbeconsolidated,window-motionfrequency bereduced,andsufficienttrainingtime be allotted
for codes, mnemonics, and sequences of actions.

Design Issues

User interface design evolves four common issues i.e. System Response Time, user Help Facilities, Error Information Handling and Common Labeling.

1. System Response Time :

2. Help Facilitate :

3. Error Handlings :

4. Command Labeling and Menu :

Features of Modern GUI

1. GUI stands for Graphical User Interface. GUI design model is event driven, the events are triggered by the user. It is based on
the principle that a picture speaks more than words.
2. GUI use bit mapped displays and supports actions through windows, icons, menus in evaluation, navigation, demonstration and
refinement.
3. It uses a number of windows and actions suggested into it.
4. Various events are, Mouse event (Click, Drag, Point) , Keyboard event ( KeyPress, KeyingIn), Menu events (Sub-menh and
Menus selections) , Window events (Maximize, Minimize), Activate and Deactivate events (Icon open, Window Activate etc.) And
Initialize and Terminate events (Open application, Close application).

GUI contains the following features:


1. GUI display overlapping windows on the screen. Each and every window has an application (document) program and you can
switch back and forth between windows or tasks assigned to them.
2. GUI have WYSIWYG (What you see is what you get) display i.e. the screen display is similar in layout and presentation to the
read document.
3. In GUI , commands are consistent from program to program.

A GUI offers graphical icons and visual indicators, as opposed to text-based interfaces, typed command labels or text navigation to fully
represent the information and actions available to a user. The actions are usually performed through direct manipulation of the graphical
elements.

1. Menus :
2. Scrollbars :
3. Windows :
4. Buttons, Icons and Panels :
5. Error Messages :

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