HCI Overview Week 38 - GUI Design Principles
TRACK - A
1. What are guidelines and how can they help us design user interfaces?
Guidelines are low-level, specific, and concrete rules of thumb that assist designers in building user interfaces and avoiding common pitfalls. They are:
- Specific and Concrete: Offer direct instructions for particular situations.
- Based on Best Practices: Derived from methods that have been proven effective.
- Shared Language: Provide common terms for designers to discuss and implement interface elements.
Benefits of Guidelines in UI Design:
- Consistency: Ensure uniformity across different parts of the interface.
- Efficiency: Streamline the design process by providing clear directives.
- Usability: Enhance the user experience by following established best practices.
- Communication: Facilitate better collaboration among design teams through a common set of standards.
Examples:
- Usability.gov Guidelines:
- Place primary navigation in the left panel.
- Avoid horizontal scrolling as it can be awkward and slow down users.
- Use bold text sparingly to prevent distraction.
- Modern Guidelines:
- Googleâs Material Design: A comprehensive set of design rules ensuring consistency across applications.
- Apple Watch Digital Crown: Ensures consistent interaction styles across different apps.
2. Shneidermanâs Three High-Level Design Principles
Shneiderman outlines three high-level design principles that guide the creation of effective user interfaces:
- Determine User Skill Levels
- Novice Users: First-time or infrequent users. Design should restrict actions to prevent overwhelm and provide guidance.
- Intermittent Users: Users who use the system occasionally. Design should include consistent terminology and support recognition over recall.
- Expert Users: Frequent users. Design should streamline interfaces, offer shortcuts, and embed instructions.
- Identify the Tasks
- Task Analysis: Break down high-level tasks into smaller, manageable subtasks.
- Frequency Consideration:
- Frequent Tasks: Provide shortcuts, dedicated keys, and buttons.
- Infrequent Tasks: Utilize menus or context menus for access.
- Choose an Interaction Style
- Options Include:
- Direct Manipulation (e.g., graphical objects in drawing programs)
- Command Languages (typing commands)
- Menus and Toolbars
- Forms and Data Entry
- Natural Language (typing or speaking)
- Gestures (using movements)
- Considerations: Depends on user expertise and task requirements; often a combination of styles is most effective.
- Options Include:
3. The Eight Golden Rules of Interface Design
Shneidermanâs Eight Golden Rules serve as foundational principles for creating user-friendly interfaces:
- Strive for Consistency
- Maintain uniform design elements and behaviors to help users transfer knowledge across the interface.
- Example: All MacOS applications use
Command + ,
for âPreferencesâ.
- Seek Universal Usability
- Design interfaces adaptable to a wide range of users, considering physical abilities, age, and experience.
- Example: Responsive web design adapts to different screen sizes; accessibility features like bold text and reduced transparency in iOS.
- Offer Informative Feedback
- Provide immediate and clear feedback for user actions, varying the response based on the actionâs significance.
- Example: Visual progress indicators during file downloads; highlighting selected items.
- Design Dialogs to Yield Closure
- Clearly indicate the completion of tasks to help users understand progress and finality.
- Example: E-commerce checkout processes with progress indicators like Shopping Cart â Delivery â Payment â Confirmation.
- Prevent Errors
- Minimize the chance of user errors through design strategies like gray out inactive options and input validation.
- Example: Email clients warning when an attachment is mentioned but not included; numeric fields restricting input to numbers only.
- Permit Easy Reversal of Actions
- Allow users to undo actions to reduce anxiety and encourage exploration.
- Example: âUndo Sendâ in emails; version history in document editors.
- Support Internal Locus of Control
- Ensure users feel in charge of the interface by avoiding unexpected actions and over-automation.
- Example: Auto-correct features that are easily reversible or optional; avoiding intrusive assistants like Microsoftâs Clippy.
- Reduce Short-Term Memory Load
- Minimize cognitive burden by designing interfaces that favor recognition over recall.
- Example: Auto-fill verification codes; contact lists where users select names instead of recalling numbers.
4. What an Error is, and What Different Types of Errors There Are
An Error in HCI refers to any incorrect action or decision made by the user while interacting with the system. Errors can be categorized into several types:
- Slips
- Definition: Physical actions gone wrong, such as pressing the wrong key.
- Example: Accidentally clicking the wrong button in a UI.
- Lapses
- Definition: Memory failures, like forgetting to save a document.
- Example: Forgetting to attach a file after selecting âAttachâ in an email.
- Rule-Based Mistakes
- Definition: Misapplication of good rules or application of bad rules.
- Example: Using a wrong formula in a spreadsheet due to misunderstanding the rules.
- Knowledge-Based Mistakes
- Definition: Errors due to incorrect or incomplete knowledge.
- Example: Entering incorrect data because the user lacks proper understanding of the required format.
Most Common Errors: Slips and Lapses are the most frequent as they arise from human nature and routine actions.
Error Management Strategies:
- Preventing Errors:
- Use constraints to limit incorrect actions.
- Provide clear instructions and feedback.
- Examples: Input validation to prevent non-numeric entries in numeric fields; contextual warnings for missing attachments.
- Handling Errors:
- Implement recovery options like undo functionality and clear error messages.
- Examples: âUndo Sendâ in emails; version histories in documents to revert to previous states.
5. What Don Normanâs Principles Are
Don Normanâs Design Principles focus on making interfaces intuitive and user-friendly. His six principles are:
- Visibility
- Definition: Important functions should be visible and easily discoverable.
- Example: GUI elements that clearly indicate their functionality, like buttons that look clickable.
- Feedback
- Definition: Provide immediate and clear responses to user actions.
- Already covered under Shneidermanâs rules.
- Consistency
- Definition: Maintain uniform design elements and behaviors across the interface.
- Already covered under Shneidermanâs rules.
- Affordances
- Definition: Design elements should suggest how they are to be used.
- Example: Buttons that look pressable; sliders that indicate they can be moved.
- Natural Mapping
- Definition: Align controls with their effects in an intuitive manner.
- Example: Stove burner controls arranged in the same layout as the burners themselves.
- Constraints
- Definition: Limit possible actions to prevent errors and simplify use.
- Example: Graying out unavailable menu options; USB cables designed to fit only one way.
6. Whatâs the Relationship Between Guidelines, Principles, and Theories in HCI?
In Human-Computer Interaction (HCI), guidelines, principles, and theories are interconnected elements that collectively inform and enhance the design process:
- Guidelines:
- Nature: Low-level, specific, and concrete rules.
- Purpose: Provide actionable instructions for designing interfaces.
- Relationship: Derived from principles and theories; they implement higher-level concepts into practical steps.
- Principles:
- Nature: Higher-level, more abstract concepts.
- Purpose: Offer a theoretical foundation to approach design problems.
- Relationship: Serve as a bridge between broad theories and specific guidelines; inform the creation of guidelines.
- Theories:
- Nature: Broad, research-based frameworks that explain user behavior and interactions.
- Purpose: Provide a deep understanding of how users interact with interfaces.
- Relationship: Underpin principles and guidelines by offering explanations and predictions about user behavior.
Summary:
- Theories provide the foundational understanding.
- Principles translate theories into actionable concepts.
- Guidelines implement principles into specific design practices.
7. What Different Types of Theories Are There?
Theories in HCI can be categorized based on their purpose and application:
- Predictive Theories
- Purpose: Forecast outcomes based on current data.
- Example: Fittsâ Law predicts the time required to move to a target area.
- Explanatory Theories
- Purpose: Explain why certain phenomena occur.
- Example: Don Normanâs Stages of Action explain how users form goals, execute actions, and evaluate results.
- Descriptive Theories
- Purpose: Model current situations and behaviors.
- Example: Keystroke-Level Model predicts the time to perform routine tasks based on keystrokes and mouse actions.
- Prescriptive Theories
- Purpose: Offer guidelines on how things should be designed or operated.
- Example: Gestalt Principles guide the organization of visual elements for better user perception.
8. The Difference Between Micro- and Macro-HCI Theories
Micro-HCI Theories and Macro-HCI Theories differ in their scope and focus:
- Micro-HCI Theories:
- Focus: Individual interactions between users and interfaces.
- Scope: Detailed aspects of user behavior, cognitive processes, and specific interface elements.
- Examples: Fittsâ Law, Keystroke-Level Model, Don Normanâs Stages of Action.
- Application: Optimizing specific tasks, improving efficiency, and enhancing usability at the interaction level.
- Macro-HCI Theories:
- Focus: Broader social, cultural, and organizational contexts of human-computer interactions.
- Scope: How interfaces fit into larger systems, user activities over time, and the impact of technology on society.
- Examples: Activity Theory, Suchmanâs Plans and Situated Action, Three Waves of HCI Research.
- Application: Designing interfaces that adapt to evolving user needs, understanding user behavior in complex environments, and addressing societal implications of technology.
Summary:
- Micro-HCI deals with the individual level interactions and specific design elements.
- Macro-HCI addresses the collective level, considering broader contexts and long-term implications.