HCI Lect - 11 Interactive System Design Principle
HCI Lect - 11 Interactive System Design Principle
HCI Lect - 11 Interactive System Design Principle
Design Rules
Shermeen Adnan
Interactive Systems Design Principles
• Interactive systems design:
• Maximize certain global properties of the interactive system:
• eg. accessibility, usability, acceptability, engagement, etc.
• Now that we know what we should be optimizing…
• …what ‘rules of thumb’ can we use to accomplish this.
• Familiarity
– Use language and symbols the user is familiar with.
– If concepts are new, provide a metaphor (eg. Icon
representing document should indicate how close
the document is to completion: visual metaphor?)
• Affordance
– Design things such that it is clear what they are for.
– Appearance of object suggests how it may be used.
– Depends on neighboring structures.
Interactive Systems Design Principles
• Navigation
– Allow people to see where to go, and how to get there.
• Control
– Indicate who is in control at all times.
– Enable user to seize control at all times.
– What larger effects will an action have? (eg. When during
an online transaction is your credit card charged?)
• Feedback
– Lots of it, in different forms, as often as possible: ideally,
continuously
Interactive Systems Design Principles
• Recovery
– From mistakes, errors and omissions; relates to
control.
• Constraints
– Make dangerous actions impossible; Steer user
away from dangerous paths; Seek confirmation
(Possible conflict with visibility and flexibility;
how?)
Interactive Systems Design Principles
• Flexibility
– Allow multiple paths toward the same goal
• Long paths contain multiple, visible, simple, steps
• Short paths contain few, complex steps
• thewikigame.com
• Style
– Systems should be attractive, clean, harmonious…
• Conviviality
– ‘Design for politeness’: Systems should be polite, gentle,
helpful, passive when the user shows aptitude, active when
the user indicates the need for help, etc.
Visibility
Visibility
Visibility
Affordances
• What do these objects have in common?
Affordances
• What do these objects have in common?
Affordances
• What do these objects have in common?
Affordances
• What do these objects have in common?
• Assignment
• Examples of how these principles are instantiated well or poorly in
websites/devices?
Well Poorly
Visibility
Consistency
Familiarity
Affordance
Navigation
Control
Feedback
Recovery
Constraints
Flexibility
Style
Conviviality
Design Rules
• Techniques and methods on their own do not
ensure product quality and success
• Example
– Be consistent in your choice of words, formats,
graphics, and procedures (principle)
– Be consistent in the way you have users leave
every menu (guideline)
• Bye
• Exit
• Quit
• End
Principle guidelines
• Write so that you don’t overtax users’ working
memory (principle)
– Put the parts of each sentence in logical order
– Cross out unnecessary words
– Untangle convoluted sentences
– Use lists, tables, and step-by-step instructions
– Use parallel sentence structure whenever you can,
especially in headings, lists, and explanations of
options
Design Rules
• Rules
– Low-level guidance that refers to a particular
prescription that must be followed
• Forces everyone working on the interface to be
consistent in their use of ways
• Rules for product design
– E.g., Provide an ‘Escape’ option in a dialog in which
users may want to leave the dialog box without
making any changes or selecting any options.
Design Rules
• Rules for documentation
• Use typography to give readers clues to the
structure of the manual (principle)
– Make the headings stand out from the text
(guideline)
• First headings are used only for chapter titles. They are
in boldface, 24-point, Helvetica, with a 2-point line
(rule), flush left with the beginning of the text line. Each
first-level heading starts with a new page. (rule)
• Second-level heading …..
Design Standards
• Compilation of principles, guidelines and rules
• aka User-Interface Design Guides, User-Interface Design
Standards, Style Guides, Guide
• Published Standards
– Standards available if developing products in one the
Graphical User-Interface (GUI) operating systems
– Standards published by:
• Apple
• Microsoft
• IBM
• Open Software Foundation
Design Patterns
• Exemplary, generalizable solutions to specific classes of
design problems
• Purpose
– Capture useful design decisions and generalize them to
address similar classes of problems in the future
– Represent the capture and formalization of design knowledge
• Benefit
– Reducing design time and effort
– Educating designers new to product
– Educating designers new to field
Types of Design Patterns
• Postural
– Applied at conceptual level and helps determine product
stance
• Structural
– Related to management of information display and access
– E.g., views, panes, element groupings
• Behavioral
– Solve wide-ranging problems related to specific
interactions with individual functional or data objects or
groups of such objects (widget level)
Design Imperatives
• These guide the design process
• aka goals (usability goals / user experience goals)
• They become frame of reference for the whole
design process
• Types
– Ethical [considerate, helpful]
– Purposeful [useful, usable]
– Pragmatic [viable, feasible]
– Elegant [efficient, artful, affective]