Principals of good gui design, J Hobart

Tags: Usability Engineering, application, Classic System Solutions, Inc., Brentwood, CA, Continente Ave Suite 160, Design Principle, Copyright, dialog box, Information message, GUI design, Classic System Solutions, GUI designer, message box, reserved words, error message box, Error message, application development group, information message box, intuitive interface, Graphical user interfaces, Maximum, Radio button, dispatching, Presentation, GUI controls, Push button, Design Mistake, GUI applications, basic controls, multiple document interface
Content: Principals of Good GUI Design By James Hobart, President, Classic System Solutions October 1995
Graphical user interfaces (GUIs) have become the user interface of choice. Yet despite the GUI's popularity, surprisingly few programs exhibit good interface design. Moreover, Finding information explaining what constitutes a good and intuitive interface is exceedingly difficult. In This article, I describe the basic rules for all good interfaces -the cardinal do's and don'ts.
However, before starting in on what constitutes good design, I need to explain the causes of bad design. This way, if you are tempted to deviate from the tried and true, you'll know where the wrong path leads -- and, I hope, get back to good design.
Design Mistake 1: Forgetting the User
Developers often design for what they know, not what the user knows. This age-old problem occurs in many other areas of software development, such as testing, documentation, and the like. It is even more pernicious in the interface because it immediately makes the user feel incapable of using the product. Avoid this error diligently.
Design Mistake 2: Failing to Give the User Control
The GUI designer's predilection for control is evident in applications that continually attempt to control user navigation by graying and blackening menu items or controls within an application. Controlling the user is completely contradictory to event-driven design in which the user, rather than the software, dictates what events occur. As a developer, if you are spending a lot of time dynamically graying and blackening controls, you need to re-examine your design approach and realize that you may be controlling the user, who may not want to be controlled. As business changes at a faster pace, flexibility in user interfaces will become a key enabler for change. Allowing the user to access the application in ways that you never dreamed can be scary, but satisfying, for you as a developer and empowering for the user.
Design Mistake 3: Providing Too Many Features at the Top Level
Examine a VCR built in 1985, and then examine one built in 1995. You will see a startling difference in the interface of the two models. The model built in 1985 will have an abundance of buttons readily available on the faceplate of the unit, many of which will remain a mystery since the manual was lost years ago. The 1995 model will have only a few buttons for the key features that people use: play, fast forward, reverse, stop, and eject. The newer model will probably have even more features than the model built a decade before, yet the features will be cleverly tucked away behind a drop-down panel or sliding door, accessible when needed but not staring the user in the face.
Likewise, you should ensure that features used frequently in an application are readily available. Avoid the temptation to put everything on the first screen or load the toolbar with rarely used buttons. Do the extra analysis necessary to find out which features can go behind the panel instead of on the faceplate.
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com
GUI Successes Now, let's discuss some GUI successes. Successful GUIs share many common characteristics. Most importantly, good GUIs are more intuitive than their character-based counterparts. One way to achieve this is to use real-world metaphors whenever possible. For example, an application I recently examined used bitmaps of the Visa and MasterCard logos on buttons that identified how a customer was going to pay. This Graphical representation was immediately intuitive to users and helped them learn the application faster. Another important characteristic of good GUIs is speed, or more specifically, responsiveness. Many speed issues are handled via the design of the GUI, not the hardware. Depending on the type of application, speed can be the make-or-break factor in determining an application's acceptance in the user community. For example, if your application is oriented toward online transaction processing (OLTP), slow performance will quickly result in users wanting to abandon the system. You can give a GUI the appearance of speed in several ways. Avoid repainting the screen unless it is absolutely necessary. Another method is to have all of the field validations occur on a whole-screen basis, instead of on a field-by-field basis. Also, depending upon the skills of the user, it may be possible to design features into a GUI that give the power user the capability to enter each field of each data record rapidly. Such features include mnemonics, accelerator keys, and toolbar buttons with meaningful icons, all of which allow the speed user to control the GUI and rate of data entry. Do's And Don'ts Every good developer should have the goal of designing the best GUIs possible. But how does a developer make this goal a reality? By following sound, proven GUI Design Principles such as those listed in the following sections. Like any good professional, YOU need some rules for repeatable successful designs. We have used the principles offered here for work with our own customers and have taught more than 20,000 GUI-design students nationally and internationally. These principles should help you as well. Design Principle 1: Understand People Applications must reflect the perspectives and behaviors of their users. To understand users fully, developers must first understand people because we all share common characteristics. People learn more easily by recognition than by recall. Always attempt to provide a list of data values from which the user can select, rather than having the user key in values from memory. The average person can recall about 2,000 to 3,000 words, yet can recognize more than 50,000 words. Design Principle 2: Be Careful of different perspectives Many designers unwittingly fall into the perspective trap when it comes to icon design or the overall behavior of the application. I recently saw an icon designed to signify "Rolled Up" totals for an accounting system. To show this function, the designer put a lot of artistic effort into creating an icon resembling a cinnamon roll. Unfortunately, the users of the system had no idea what metaphor the icon was supposed to represent even though it was perfectly intuitive from the designer's perspective. A reserved icons table containing standard approved icons, such as the one shown in Figure 1, will help eliminate these problems.
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com
Figure 1 - Reserved Icons
Meaning and Behavior Information message Warning message Question message error message
Used to Identify an Application
Used to Identify a Function
No
Yes (identifies an information message box)
No
Yes (identifies a warning message box)
No
Yes (identifies a question message box)
No
Yes (identifies an error message box)
Reserved Word Text Label None None None None
Design Principle 3: Design for Clarity GUI applications often are not clear to end users. One effective way to increase the clarity of an application is to develop and use a list of reserved words. A common complaint among users is that certain terms are not clear or consistent. I often see developers engaging in spirited debates over the appropriate term for a button or menu item, only to see this same debate occurring in an adjacent building with a different set of developers. When the application is released, one screen may say "Item," while the next screen says "Product," and a third says "Merchandise", when all three terms denote the same thing. This lack of consistency ultimately leads to confusion and frustration for users. Figure 2 gives an example of a list of reserved words. An application development group might complete and expand the table with additional reserved words. Figure 2 - List of Reserved Words
Text
Meaning And Behavior
Appears on Button
Appears on Menu
Mnemonic Keystrokes
Shortcut Keystrokes
OK
Accept the data entered or acknowledge the information presented and remove the window
Yes
No
None
Return or Enter
Cancel
Do not accept the data entered and remove the window
Yes
No
None
Esc
Close
Close the current task and continue working with the application; close the view of the data
Yes
Yes Alt+C
None
Exit Quit theapplication
No
Yes Alt+X
Alt+F4
Help Invoke the application's help facility
Yes Yes Alt+H
F1
Save
Save the data entered and stay in the current window
Yes
Yes Alt+S
Shift+F12
Save As
Save the data with a new name
No
Yes Alt+A
F12
Undo Undo the latest action
No
Yes Alt+U
Ctrl+Z
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com
Cut Copy Paste
Cut the highlighted information Copy highlighted information Paste the copied or cut information at the insertion point
No
Yes Alt+T
Ctrl+X
No
Yes Alt+C
Ctrl+C
No
Yes Alt+P
Ctrl+V
Design Principle 4: Design for Consistency Good GUIs use consistent behavior throughout the application and build upon a user's prior knowledge of other successful applications. When writing software for business applications, provide the user with as many consistent behaviors as possible. For example, both the Embassy Suites and Courtyard Marriot hotel chains are growing rapidly due to their popularity among business travelers who know that they will be provided with a familiar room and a consistent set of amenities. The bottom line is that business travelers are not looking for a new and exciting experience in each new city. Business users of your software have similar needs. Each new and exciting experience you provide in the software can become an anxietyinducing experience or an expensive call to your help desk. Design Principle 5: Provide Visual Feedback If you've ever found yourself mindlessly staring at the hourglass on your terminal while waiting for an operation to finish, you know the frustration of poor visual feedback. Your users will greatly appreciate knowing how much longer a given operation will take before they can enjoy the fruits of their patience. As a general rule, most users like to have a message dialog box with a progress indicator displayed when operations are going to take longer than seven to ten seconds. This number is highly variable based on the type of user and overall characteristics of the application. Design Principle 6: Be Careful With Audible Feedback Last week, I had the opportunity to ride in elevators in which a pleasant voice informed riders which floor they were on. The building was fairly new, and at first, employees thought the voice was cute. After six months of traveling floor to floor, employees are sure to ignore the voice and see it as more of an annoyance than a help. The same thing can happen with your GUls, except the annoying sounds are not contained within the walls of an elevator, but instead are available to everyone within earshot of the worker's cubicle. Put sound on a few hundred workstations, and a real cacophony emerges in the open-air cubicle environment. However, audible feedback can be useful in cases where you need to warn the user of an impending serious problem, such as one in which proceeding further could cause loss of data or software. Allow users to disable audio feedback, except in cases when an error must be addressed. Design Principle 7: Keep Text Clear Developers often try to make textual feedback clear by adding a lot of words. However, they ultimately make the message less clear. Concise wording of text labels, user error messages, and one-line help messages is challenging. Textual feedback can be handled most effectively by assigning these tasks to experienced technical writers.
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com
Design Principle 8: Provide Traceable Paths If your users ever say something akin to, "I don't know how I got to this window, and now that I'm here, I don't know how to get out," then you have not provided a traceable (or, in this case, retraceable) path. Providing a traceable path is harder than it sounds. It starts with an intuitive menu structure from which to launch your specific features. You must also identify areas where you can flatten the menu structure and avoid more than two levels of cascading menus. Providing a descriptive title bar within each dialog box greatly helps to remind users what menu items or buttons were pressed to bring them to the window now in focus. Design Principle 9: Provide Keyboard Support Keyboards are a common fixture on users' desktops and provide an efficient means to enter text and data. With the introduction of GUI applications, we often assume users will embrace a mouse as the primary interactive device. Using a mouse can become time-consuming and inefficient for the touch typist or frequent users of an application. Keyboard accelerators can provide an efficient way for users to access specific menu items or controls in a window. The accelerators used should be easy to access and limited to one or two keys (such as F3 or Ctrl-P). Keyboards have limitations in the GUI world, such as when trying to implement direct-manipulation tasks like drag and drop, pointing, and re-sizing. In contrast, you will always find a smaller set of users who are not touch typists and hence embrace the mouse as a point-and-click nirvana. The result is that you need to provide complete and equal keyboard and mouse support for all menu and window operations. Design Principle 10: Watch the Presentation Model A critical aspect that ties all these facets of the interface together is the interface's look and feel. The look and feel must be consistent. On the basis of users' experiences with one screen or one dialog box, they should have some sense of how to interact with the next screen or control. Searching the interface model for good design and continuity is very important. The model should involve careful decisions, such as whether the application has a single or multiple document interface. The model also will validate how users perform the main tasks within the application. Identifying the appropriate presentation for the application greatly facilitates the subsequent windows being developed since they will have a common framework in which to reside. On the other hand, if you do not define the presentation model early in the design of your GUI, late changes to the look and feel of the application will be much more costly and time-consuming because nearly every window may be affected.
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com
Design Principle 11: Use Modal vs. Modeless Dialogs Appropriately When we need input from the user, we often use a modal dialog box. Using modal dialogs has long been shunned by many developers as too constraining on the user. However, modal dialogs do have many uses in complex applications since most people only work on one window at a time. Try to use modal dialogs when a finite task exists. For tasks with no fixed duration, modeless dialogs are normally the preferable choice with a major caveat: Try to keep the user working in no more than three modeless windows at any one time. Go beyond this magical number and the support-desk phones will start ringing, as users spend their time managing the open windows rather than concentrating on their tasks. Use the table in Figure 3 to determine the appropriate use of dialog boxes and windows. Figure 3 - When to Use Dialog Boxes or Windows
Type Modal Modeless Application window Document window Secondary window
Description
Use
Example
Dialog box
Presentation of a finite task
File Open dialog box, Save As dialog box
Dialog box
Presentation of an ongoing task
Search dialog box, History List dialog box, task list dialog box
Window frame with document (child) windows contained within
Presentation of multiple instances of an object, Comparison of data within two or more windows
word processor, Spreadsheet
Modeless dialog box or document window contained within and managed by the application window
Presentation of multiple parts of an application
Multiple views of data (sheets)
Primary window of a Presentation of another application Help window in an
secondary application called from the parent window
application
Design Principle 12: Use Controls Correctly Controls are the visual elements that let the user interact with the application. GUI designers are faced with an unending array of controls from which to choose. Each new control brings with it expected behaviors and characteristics. Choosing the appropriate control for each user task results in higher productivity, lower error rates, and higher overall user satisfaction. Use the table in Figure 4 as a guideline for control usage in your screens.
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com
Figure 4 - Guidelines for Using Controls
Control
Number of Choices in the Domain Shown
Type of Control
Menu bar
Maximum of 10 items
Static action
Pull-down menu Maximum of 12 items
Static action
Cascading menu
Maximum of 5 items, 1 cascade deep
Static action
Pop-up menu Maximum of 10 items
Static action
Push button 1 for each button, maximum of 6 per dialog box
Static action
Check box
1 for each box, maximum of 10 to 12 per group
Static set/select value
Radio button 1 for each button, maximum of 6 per group box
Static set/select value
List box
Maximum of 50 in the list, display 8 to 10 rows
Dynamic set/select value
Drop-down list box
Display 1 selection in the control at a time, up to 20 in a drop-down box
Dynamic set/select single value
Combination list Display 1 selection in the control at a time in standard Dynamic set/select single value;
box
format, up to 20 in a drop-down box
add a value to the list
Spin button Maximum of 10 values
Static set/select value
Slider
Dependent on the data displayed
Static set/select value in range
Finally, try to keep the basic behavior and placement of these controls consistent throughout your application. As soon as you change the behavior of these basic controls, your user will feel lost. Make changes thoughtfully and apply the changes consistently. Applying Design Principles Understanding the principles behind good GUI design and applying them to your applications can be a challenge. Let's examine an application to see how these principles can result in an improved interface. Part 1: Exploring a GUI in Need of Redesign The interface in Figure 5 is used by an ambulance-dispatching company to maintain customer data, provide billing information, and dispatch ambulances. The application was a port from a character-based system and contains several design errors that affect the user's performance with this mission-critical application. Keep in mind that GUI ease of use and clarity is especially important in a critical application such as this where the rapid handling of a request can make the difference between life and death. Here is what is wrong with this screen:
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com
Figure 5
Too many functions at the top level. The users requested that the new application provide all of the information at their fingertips. This results in the screen being used for both customer maintenance and ambulance dispatching. If you enter extensive customer information and then press the Update button, the record is updated. However, if you enter minimal customer information, such as Social Security number, diagnosis, from-location, and to-location, and then press the Trans button, an ambulance will be dispatched. Updating and dispatching functions need to be in separate dialog boxes. Too many buttons. The buttons along the right should be on the application's parent window, possibly in a toolbar, but not on this child window. Poor navigational assistance. GUI controls should be positioned according to frequency of use. The most important field should be in the upper left; the least important field should be in the lower right. It's hard to imagine how the company and invoice number could be the most important fields when dispatching an ambulance. Inappropriate use of controls. The designer chose to use text labels rather than group boxes to identify which groups of data would be placed in the boxes. This many group boxes with text labels in these positions makes the screen appear convoluted and makes it difficult to distinguish the data from the labels. Also, the editable fields should be identified with a box around them, so that it is intuitively obvious which fields can be changed. Lack of symmetry. Just lining up fields, group boxes, and buttons will make this GUI much easier to use. Our brains like order, not chaos.
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com
Part 2: Looking at an Improved Interface Figures 6 and 7 show a much improved interface for this same application: Figure 6 Figure 7
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com
Order out of chaos. This application should contain several child windows for the different tasks that a user might perform. These tasks can be accessed easily through the Tasks menu or by pushing a button on the vertical toolbar. The Dispatch button invokes a modal dialog box instead of a modeless child window. That way, you can require the user to acknowledge the completion of the dispatching task. If it were a modeless window, the user might overlay it without ever dispatching the ambulance. Reordering input fields. The confusing order of fields has been more logically structured based on importance and frequency of use. Improved controls. The revised interface features a consistent use of data-entry fields. Any field in which a user can enter data is surrounded by a border. Group boxes are used to group related fields together or to illustrate a domain. These changes, suggested by the principles that we have previously discussed, make for a clean and more intuitive interface. Implementing Effective Standards Once you implement some good design practices into your GUI applications, how do you ensure others in your organization will do the same? The most cost-effective way to ensure consistency among your GUI applications is to implement GUI standards that are easy to use, clear, and concise. We've all experienced the "standards" manual that is energetically distributed to coworkers only to be placed immediately on the developer's shelf next to other unread manuals. To ensure that your standards do not meet this same fate, provide them in an online hypertext format. Divide your standards into rules -- which must be followed or the developer will have some explaining to do -- and recommendations. Developers like to know what is mandatory and where they have discretion. Conclusion Designing good GUIs is a critical skill for application developers in the 1990s, regardless of the GUI platform for which they are designing. Good GUI designs don't happen naturally. They require that the developer learn and apply some basic principles, including making the design something the user will enjoy working with every day. They also require that the developer get as much experience as possible in working on and being exposed to good GUl designs. Remember that if you apply the principles and get some experience in good GUI design, your users will have an easier time getting their jobs accomplished using the GUIs you produce for them. About the author: James Hobart is an internationally recognized user interface design consultant based in California, USA. He specializes in the design and development of large-scale, high-volume client/server and web applications. He is an expert in GUI design for transaction processing systems and strategies for migration to thin-client Graphical User Interfaces. He can be reached at [email protected] Find more articles on Usability at www.classicsys.com
Copyright © 2009, Classic System Solutions, Inc. The Usability Engineering Experts
144 Continente Ave Suite 160 Brentwood, CA 94513 925.237.2581 925.516.9658 www.classicsys.com

J Hobart

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