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FP511 HUMAN COMPUTER

INTERACTION

Chapter 2 : The Design Process


Learning Outcome :

 Describe the Schneiderman`s 8


Golden Rules of Interface
1
• Strive for Consistency.

2
• Enable frequent users to use shortcuts

3
• Offer informative feedback

4
• Design dialogs to yield closure

5
• Offer error prevention and simple error handling

6
• Permit easy reversal of actions

7
• Support internal locus of control

8
• Reduce short-term memory load
1) Strive for Consistency

An application needs to be consistent within itself as well as with


other applications a user may encounter and their 'wider life knowledge
and experience'.
 Identical Terminology (prompts, menus, help)
 Consistent visual layout ( fonts, color, etc.)


2) Enable Frequent user to use Shortcuts

•Regular users of a device or application should have access to, or be


able to define, shortcuts to the features they use the most, this will
allow them to speed up their workflow


3) Offer Informative Feedback

For every user action, the system should provide feedback.


Users should get feedback from their interactions with a device or
application as quickly as possible. The feedback needs to be
understandable and give a clear representation of what is happening,
such as when the volume is changed on a Mac a visual representation is
given as well as an audible one

Visual represent volume being increase


4) Design dialogs to yield closure

Users need a sense that there is a flow to their interactions, that there
is a beginning, middle and end to a task.
 Feedback provides sense of accomplishment


5) Strive to prevent Errors and help users
recover quickly from them

It is important to ensure that controls are not too small or placed too closely
together and that their use is clear. If mistakes occur, such as incorrect input, make
sure that feedback to the user is helpful and makes clear where the error is. Only
the incorrect input should need to be fixed.
•Limit errors a user can make
– Gray out menu items
that don‘t apply
– No characters in a
numeric field


6) Permit easy reversal of action

Erroneous input or actions should be easily reversible for the user,


such as the 'Undo' function available in most applications which will
reverse the last action or input. Permit easy reversal of actions
 Let the user know they can reverse an action


7) Make users feel they are in control of a
Responsive system

We should ensure that systems do not become 'sluggish' or 'clunky' due
to the more sophisticated media that devices are now expected to
handle. Efficient and careful use of resources is key to this

Experienced operators want to feel in control


– User is in charge of the interface
– Interface rapidly responds to the user


8) Reduce short-term memory load

Don't force users to remember complex sequences of actions or difficult


codes in order to complete tasks. Keep the work flow as straight forward
and intuitive as possible.


“ Interactive Systems Design Principles


No. Principle Explanation
1 Visibility -Allow people to see what options/functions are available.
-Easier to recognize than to remember.
-Can make things ‘visible’ using sound and touch as well.

2 Consistency -In terms of design features.


-Similar structures should have similar functions/affordances.
- Tricky: consistent in relation to what else?

3 Familiarity -Use language and symbols the user is familiar with.


If concepts are new, provide a metaphor
(eg. Icon representing document should indicate how
close the document is to completion: visual metaphor?)

4 Affordance -Design things such that it is clear what they are for.
-Appearance of object suggests how it may be used.
-Depends on neighboring structures.
Prepared by Mdm PYTan
“ Interactive Systems Design Principles

No. Principle Explanation


5 Navigation Allow people to see where to go, and how to get there.

6 Control -Indicate who is in control at all times.


-Enable user to seize control at all times.
-What larger effects will an action have?
(eg. When during an online transaction is your credit
card charged?)
7 Feedback -Lots of it, in different forms, as often as possible:
ideally, continuously
8 Recovery From mistakes, errors and omissions; relates to control.
9 Constraints Make dangerous actions impossible;
Steer user away from dangerous paths;
Seek confirmation …
(Possible conflict with visibility and flexibility)
“ Interactive Systems Design Principles

No Principle Explanation
.
10 Flexibility Allow multiple paths toward the same goal
Long paths contain multiple, visible, simple, steps
Short paths contain few, complex steps
11 Style Systems should be attractive, clean, harmonious
12 Conviviality ‗Design for politeness‘:
Systems should be polite, gentle, helpful,
passive when the user shows aptitude,
active when the user indicates the need for help, etc.
Norman’s 7 Principles

1. Use both knowledge in the world and


knowledge in the head.
2. Simplify the structure of tasks.
3. Make things visible: bridge the gulfs of
Execution and Evaluation.
4. Get the mappings right.
5. Exploit the power of constraints, both natural
and artificial.
6. Design for error.
7. When all else fails, standardize.

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