1 Official Interface Guidelines by David Catmull User interface documentation published by Apple and Microsoft.

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Presentation transcript:

1 Official Interface Guidelines by David Catmull User interface documentation published by Apple and Microsoft

2 Basic Principles (everybody agrees on these)  See-and-point  Metaphors  Files and folders  Direct manipulation  User control  Actions initiated by the user, not the computer  Modelessness  Interactive and responsive

3 Basic Principles  Feedback and communication  Consistency  Internal and external  Consistent with the guidelines  WYSIWYG  Forgiveness  Perceived stability  Aesthetic integrity  Good visual design  Simplicity  Simple, not simplistic

4 Basic Principles  Good first experience  Clear and simple installer  Convenient default settings  Follow the platform’s own guidelines  Ignoring them reduces their usefulness for all other applications

5 Platform-Specific Details  Appearance, layout and usage of interface elements  Keyboard shortcuts and other actions  Navigation  Modifier keys (shift, control, etc.)  Mouse cursors and meanings of buttons  File organization on disk

6 Dealing With Differences  Pet peeve: porting an application without adapting to the new platform’s standards  What do these keys do when editing text:  Home  End  Page up/down

7 Beyond the Guidelines  There are cases when you have to create new interface elements  Make sure they appear integrated  Give them an appearance consistent with everything else  Make the different behavior obvious  Don’t just use a standard element and make it do something else

8 Microsoft’s Guidelines  This is what you get when you download Microsoft’s guidelines for Windows XP

9 Push Buttons  You click it, and something happens  Choose the title text carefully  Apple:  “Button names should be verbs that describe the action performed”  Microsoft:  “Aim for the shortest possible label; one word is best.”  “If possible, use label text that makes sense when read out of context — for example, when a user reads or hears only the label of the current control.”

10 Layout

11 Layout

12 Icons  Icons get used for lots of different things  Representing objects  Files  Tools  Representing commands  Open  Undo ..often shortcuts to menu commands that have no icon

13 Icons  There are guidelines for these too  Apple:  Design and composition should indicate purpose  Perspective should agree with real-life interactions  Differentiate them from other UI elements  Microsoft:  Colors that complement the XP design  Perspective is either at a certain angle, or straight-on  Everyday objects should look modern

14 Microsoft Icon Composition  Exceptions:  Document icons  Symbols such as warning  Single objects  Objects not recognizable at an angle

15 Apple Icon Composition  Icon “genres”  Application: media (paper) and tool (pen)  Utility: straight perspective, subdued colors ..also document, plug-in, toolbar

16 Pet Peeve: Shadows  Shadows help add dimension to the image  The shadow can do as much as the object itself in defining its shape  Careless use can flatten the object

17 Summary  Concrete examples of the principles we’ve been discussing  There are professionals who actually believe in what we’ve been discussing  You don’t have to design every single element of your application ..in fact you shouldn’t ..most of the time

18 Sources  Apple’s User Experience page   Microsoft’s User Interface Design and Development page  =/nhp/default.asp?contentid= =/nhp/default.asp?contentid= =/nhp/default.asp?contentid=