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design rules

Designing for maximum usability


chapter 7 – the goal of interaction design

• Principles of usability
design rules – general understanding

• Standards and guidelines


– direction for design

• Design patterns
– capture and reuse design knowledge

types of design rules Principles to support usability

• principles Learnability
– abstract design rules the ease with which new users can begin effective
– low authority interaction and achieve maximal performance
– high generality
Flexibility
Guidelines
generality
generality

• standards the multiplicity of ways the user and system exchange


– specific design rules information
increasing
increasing

– high authority
– limited application
Standards
Robustness
• guidelines the level of support provided the user in determining
– lower authority successful achievement and assessment of goal-
increasing authority
increasing authority directed behaviour
– more general application

Principles of learnability Principles of learnability (ctd)

Predictability Familiarity
– how prior knowledge applies to new system
– determining effect of future actions based on
– guessability; affordance
past interaction history
– operation visibility Generalizability
– extending specific interaction knowledge to new
situations
Synthesizability
– assessing the effect of past actions Consistency
– immediate vs. eventual honesty – likeness in input/output behaviour arising from similar
situations or task objectives

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Principles of flexibility Principles of flexibility (ctd)

Dialogue initiative Substitutivity


– freedom from system imposed constraints on input
dialogue – allowing equivalent values of input and
– system vs. user pre-emptiveness output to be substituted for each other
– representation multiplicity; equal opportunity
Multithreading
– ability of system to support user interaction for more
than one task at a time
– concurrent vs. interleaving; multimodality
Customizability
– modifiability of the user interface by user
Task migratability (adaptability) or system (adaptivity)
– passing responsibility for task execution between user
and system

Principles of robustness Principles of robustness (ctd)

Observability Responsiveness
– ability of user to evaluate the internal state of the
– how the user perceives the rate of
system from its perceivable representation
communication with the system
– browsability; defaults; reachability; persistence;
operation visibility – Stability

Recoverability Task conformance


– ability of user to take corrective action once an error
has been recognized – degree to which system services support all
– reachability; forward/backward recovery; of the user's tasks
commensurate effort – task completeness; task adequacy

Using design rules Standards


Guidelines
generality
generality

• set by national or international bodies to


ensure compliance by a large community of
increasing

designers standards require sound underlying


increasing

Design rules
• suggest how to increase usability
Standards
theory and slowly changing technology
• differ in generality and authority
increasing authority
• hardware standards more common than
software high authority and low level of detail
increasing authority

• ISO 9241 defines usability as effectiveness,


efficiency and satisfaction with which users
accomplish tasks

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Guidelines Golden rules and heuristics

• more suggestive and general • “Broad brush” design rules


• many textbooks and reports full of guidelines • Useful check list for good design
• abstract guidelines (principles) applicable • Better design using these than using nothing!
during early life cycle activities • Different collections e.g.
• detailed guidelines (style guides) applicable – Nielsen’s 10 Heuristics (see Chapter 9)
during later life cycle activities – Shneiderman’s 8 Golden Rules
• understanding justification for guidelines aids – Norman’s 7 Principles
in resolving conflicts

Shneiderman’s 8 Golden Rules Norman’s 7 Principles

1. Strive for consistency 1. Use both knowledge in the world and


2. Enable frequent users to use shortcuts knowledge in the head.
3. Offer informative feedback 2. Simplify the structure of tasks.
4. Design dialogs to yield closure 3. Make things visible: bridge the gulfs of
5. Offer error prevention and simple error Execution and Evaluation.
handling 4. Get the mappings right.
6. Permit easy reversal of actions 5. Exploit the power of constraints, both natural
7. Support internal locus of control and artificial.
8. Reduce short-term memory load 6. Design for error.
7. When all else fails, standardize.

HCI design patterns HCI design patterns (cont.)

• An approach to reusing knowledge about • Characteristics of patterns


– capture design practice not theory
successful design solutions
– capture the essential common properties of good examples
• Originated in architecture: Alexander of design
– represent design knowledge at varying levels: social,
• A pattern is an invariant solution to a
organisational, conceptual, detailed
recurrent problem within a specific context. – embody values and can express what is humane in
• Examples interface design
– Light on Two Sides of Every Room (architecture) – are intuitive and readable and can therefore be used for
communication between all stakeholders
– Go back to a safe place (HCI)
– a pattern language should be generative and assist in the
• Patterns do not exist in isolation but are linked development of complete designs.
to other patterns in languages which enable
complete designs to be generated

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Summary

Principles for usability


– repeatable design for usability relies on maximizing
benefit of one good design by abstracting out the
general properties which can direct purposeful
design
– The success of designing for usability requires both
creative insight (new paradigms) and purposeful
principled practice

Using design rules


– standards and guidelines to direct design activity

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