User Interface Design SCMP Special Topic: Software Development

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Presentation transcript:

User Interface Design SCMP 391.00 Special Topic: Software Development Spring 2017 James Skon

User interface Design What are the important elements of a good user interface? What are some examples of a bad user interface?

Rules for bad user interfaces 1. Keep the users busy doing unnecessary work! Example: It's a "good" habit to let users enter data that the system already knows and could provide beforehand. Example: Let users enter data into fields only to tell them afterwards that they cannot enter data there. From: Golden Rules for Bad User Interfaces

Rules for bad user interfaces 2. Do not obey standards! Example: Do not use standard screen elements for a given purpose, such as single selection (e.g. use checkboxes instead of radiobuttons because they look nicer). Example: Do not place menu items into the categories and locations they typically belong to (e.g. place "Save" in the "Edit Menu"). From: Golden Rules for Bad User Interfaces

Rules for bad user interfaces 3. Make it slow! Example: There are nearly unlimited possibilities of making software slow. For example, you can include long lasting checks or roundtrips after each user input. Or you can force users through long chains of dialog boxes. From: Golden Rules for Bad User Interfaces

Rules for bad user interfaces 4. Use abbreviations wherever possible, particularly where there would be space enough for the complete term. Example: Use abbreviations for field labels, column headings, button texts even if space restrictions do not require this. Examples: Use "dat." instead of "date," "TolKy" instead of "Tolerance Key," "NxOb" instead of "Next Object," and many more... From: Golden Rules for Bad User Interfaces

Rules for bad user interfaces 5. Hide important and often-used functionality from the users' view. Example: Place buttons for important functions off-screen so that users have to scroll in order to access them. Example: Hide important functions in menus where users would never expect them. From: Golden Rules for Bad User Interfaces

Rules for bad user interfaces 6. Make using your application a real challenge! Example: Do not offer an Undo function. Example: Do not warn users if actions can have severe consequences. From: Golden Rules for Bad User Interfaces

Rules for bad user interfaces 7. Keep away from end users! Example: If you think that a certain functionality is not needed don't implement it – why should other people need it? Example: Many end users have many opinions, you have one. That's far easier and faster to implement. From: Golden Rules for Bad User Interfaces

Rules for bad user interfaces 8. Take great care in setting bad defaults: contrary to the users' expectations, disastrous, annoying, useless. Example: Set default options in Web forms so that users get unwanted newsletters or offers, have their addresses distributed, etc. Example: Set the default option in dialog boxes on the most dangerous option, for example, on deleting a file or format the hard drive. Example: In forms, set dates (or other data) on useless default values. For example, set the date for applying for a vacation on the current day. From: Golden Rules for Bad User Interfaces

Rules for bad user interfaces 9. Destroy the work context after each system reaction. Example: Deselect selected screen elements after a system reaction (e.g. a round trip). Example: Move HTML pages or tables that have been scrolled down by the user to the top after a system reaction (e.g. a round trip); in the case of multiple pages (e.g. in hit lists or document list) return the user to the first page. From: Golden Rules for Bad User Interfaces

Rules for bad user interfaces 10. Do not let users interrupt time-consuming and/or resource-hungry processes. Example: Start a backup or indexing process while users are not aware of it. Make this process hard to cancel, that is, let it ignore the users' mouse clicks and key presses. From: Golden Rules for Bad User Interfaces

User interface wall of shame Many of the examples in the following slides come from the: User interface wall of shame A great resource for interface design pointers

Example

Example - controls From: Interface Hall of Shame

Example - readability

Example- controls

Example - stupid

Example - stupid

Example – Error Messages

Example – Bad metaphors

Ten Usability Heuristics Visibility of system status Match between system and the real world User control and freedom Consistency and Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation From: Ten Usability Heuristics

Ten Usability Heuristics Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. See: http://www.amazon.com http://www.lickbike.com/

Ten Usability Heuristics Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.

Ten Usability Heuristics User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

Ten Usability Heuristics Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.

Ten Usability Heuristics Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

Ten Usability Heuristics Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

Ten Usability Heuristics Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

Ten Usability Heuristics Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

Ten Usability Heuristics Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.

Ten Usability Heuristics Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

Rules to Better Interfaces 95 rules with examples! http://www.ssw.com.au/SSW/standards/rules/Rule sToBetterInterfaces.aspx