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An Introduction To GUI Design Principles and Techniques: by Wilbert O. Galitz
An Introduction To GUI Design Principles and Techniques: by Wilbert O. Galitz
Third Edition
PART 1 Chapter 1
Chapter 2
Chapter 2
INTERACTION STYLES
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Term Shneiderman 1982 System is portrayed as extension of real world Continuous visibility of objects and actions
Virtual reality (Nelson, 1980) WYSIWYG (Hatfield, 1981)
What you see is what you get
Actions are rapid and incremental with visible display of results Incremental actions are easily reversible
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GRAPHICAL SYSTEMS
Advantages
Symbols recognized faster than text Faster learning Faster use and problem solving Easier remembering More natural Exploits visual/spatial cues Fosters more concrete thinking Provides context Fewer errors Increased feeling of control
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GRAPHICAL SYSTEMS
Advantages (Continued)
Immediate feedback Predictable system responses Easily reversible actions Less anxiety concerning use More attractive May consume less space Replaces national Easily augmented with text Low typing requirements Smooth transition from command language system
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GRAPHICAL SYSTEMS
Disadvantages
Greater design complexity Learning still necessary Lack of experimentally-derived design principles Inconsistencies in technique and terminology Working domain is the present Not always familiar Human comprehension limitations Window manipulation requirements Production limitations
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GRAPHICAL SYSTEMS
Disadvantages (Continued)
Few tested icons exist Inefficient for touch typists Inefficient for expert users Not always the preferred style of interaction Not always the fastest style of interaction Increased chances of clutter and confusion The futz and fiddle May consume more screen space Hardware limitations
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GRAPHICAL SYSTEMS
Some Studies and a Conclusion
The design of an interface, and not its interaction style, is the best determinant of ease of use User preferences must be considered in choosing an interaction style In the overwhelming majority of cases, words are more meaningful to users than icons The content of a graphic screen is critical to its usefulness
The wrong presentation or a cluttered presentation may actually lead to greater confusion, not less
The success of a graphical system depends on the skills of its designers in following established principles of usability
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Compatibility
Provide compatibility with the following:
The user The task and job The product
Adopttheusersperspective.
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The same action should always yield the same result. The function of elements should not change. The position of standard elements should not change.
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The user must control the interaction. The context maintained must be from the perspective of the user. The means to achieve goals should be flexible and compatible with the user's skills, experiences, habits and preferences. Avoid modes because they constrain the actions available. Permit the user to customize the interface but provide defaults.
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Efficiency
Minimize eye and hand movements, and other control actions.
Transitions between various system controls should flow easily and freely. Navigation paths should be as short as possible. Eye movement through a screen should be obvious and sequential.
Anticipatetheuserswantsandneedswhenever possible.
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Flexibility
A system must be sensitive to the differing needs of its users, enabling a level and type of performance based upon:
Eachusersknowledgeandskills Eachusersexperience Eachuserspersonalpreference Eachusershabits
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Immersion
A state of mental focus so intense that awareness and sense of the real world is lost Foster immersion within tasks
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Perceptibility
Ensure that a system's design can be perceived, regardless of a person's sensory capabilities.
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Responsiveness
Thesystemmustrapidlyrespondtotheusersrequests. Provide immediate acknowledgment for all actions:
Visual Textual Auditory
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Provide defaults Minimize screen alignment points Make common actions simple at the expense of uncommon actions being made harder Provide uniformity and consistency
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Trade-Offs
Final design will be based on a series of trade-offs balancing often-conflicting design principles. Peoplesrequirementsalwaystakeprecedenceover technical requirements.
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