Week4 Monday
Week4 Monday
• Interaction styles
• Guidelines
• Principles
• Shneiderman’s Eight Golden Rules
• Norman’s Design Principles
Learning goals
• Understand …
• Different types of interaction styles and their pros and cons
• Different types of design rules for interactive systems and how they provide guidance
• Shneiderman’s Eight Golden Rules
• Norman’s Design Principles
• What an error is and can be
• Be able to …
• Explain Shneiderman’s eight golden rules
• Norman’s Design principles
• Find specific design guidance in user interface style guides and guidelines
Interaction styles in interfaces
• Direct manipulation
• Navigation and menu selection
• Form fill-in
• Command language
• Natural language
• Gestures
Direct manipulation
Navigation and menu selection
Form fill-in
Command language
Natural language interfaces
What can help us create great user interfaces?
• Guidelines
Low-level focused advice about good practices and cautions against
dangers.
• Principles
Mid-level strategies or rules to analyse and compare design alternatives.
• Theories
High-level widely applicable frameworks to draw on during design and
evaluation as well as to support communication and teaching.
Theories can also be predictive, such as those for pointing times by
individuals or posting rates for community discussions.
Guidelines
• Direct manipulation
• Navigation and menu selection
• Form fill-in
• Command language
• Natural language
• Gestures
The Eight Golden Rules of
Interface Design
Eight golden rules
by Ben Shneiderman
🤬
😍
2. Seek universal usability
• Recognize the needs of diverse users
• Design for plasticity, facilitating transformation of content.
• Novice to expert differences, age ranges, disabilities, international variations,
technological diversity each enrich the spectrum of requirements that guides design.
• Adding features for novices, such as explanations, and features for experts, such as
shortcuts and faster pacing, enriches the interface design and improves perceived
quality.
• Important for actions that are not immediate and span over a
longer time or multiple steps
4. Design dialogues to yield closure
5. Prevent errors
• As much as possible, design the interface so that users cannot make serious errors
• For example, gray out menu items that are not appropriate and do not allow alphabetic characters
in numeric entry fields.
• If users make an error, the interface should offer simple, constructive, and specific instructions for
recovery
• For example, users should not have to retype an entire name-address form if they enter an invalid
zip code but rather should be guided to repair only the faulty part
• Erroneous actions should leave the interface unchanged, or the interface should give instructions
about restoring the state.
• Avoid non-causality
• The system should be predictable
• Current developments are in contrast:
• AI
• Intelligent agents
• Smart environments
7. Keep users in control
8. Reduce short-term memory load
• Humans have limited capacity for information processing in short-term memory
• Avoid interfaces in which users must remember information from one display and then
use that information on another display.
• It means that cellphones should not require reentry of phone numbers, web site locations
should remain visible and lengthy forms should be compacted to fit a single display.
• Error:
Any situation in which an action sequence does not lead to the intended result.
• This can be for two reasons:
• An error in planning resulting in wrong choice of action
• Misinterpretation, or applying an incorrect mental model
• An error in execution: slipping up in executing the action sequence
• “I didn’t want to do that”
Errors
Human Failure
Unintentional Intentional
Error Non-compliance
Routine Exceptional
Rule-based Knowledge-based
Operational slip Memory lapse mistake mistake
Errors
• Slip
• A physical action goes wrong
• E.g., Hit the wrong button by mistake
• Lapse
• Forget to perform a required or important action
• E.g., forgetting to set the resolution of a video before export
• Rule-based mistake
• Assuming certain actions will adhere to a rule but they don’t
• Continuing to edit an online document even though the internet connection is lost
• Knowledge-based mistake
• Wrong mental model of the software used
• E.g., not saving a file in a desktop application because the user is used to cloud-based apps that autosave
Don Norman’s principles
From The Design of Everyday Things (1988)
• Visibility
• Feedback
• Affordances
• Natural Mapping
• Constraints
• Consistency
Don Norman’s principles
From The Design of Everyday Things (1988)
• Visibility
• Feedback
• Affordances
• Natural Mapping
• Constraints
• Consistency
Visibility
• In other words, the commands you give to the system should result
in an expected reaction.
• Exploits (spatial) analogies, metaphors, and cultural standards.
Constraints
• Physical constraints: e.g., an ethernet cable does not fit into a USB port; the
mouse cursor cannot go beyond the visible screen area
• Cultural constraints: e.g., red vs. green – off vs. on, danger vs. safe, succeed vs.
fail
• Semantic constraints: based on our knowledge of the world, e.g., deciding where
to put the windshield of a motorcycle when putting a piece of Lego together
• Logical constraints: goes hand-in-hand with a good conceptual model, users will
logically deduce what follows next (e.g., scroll down to see more)
Eight golden rules Design Principles
by Ben Shneiderman by Don Norman