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Principles and Guidelines of Software Usability: Lesson 3
Principles and Guidelines of Software Usability: Lesson 3
Guidelines of
Software Usability
LESSON 3
Overview
•Principles of Software Usability
•Shneiderman’s Eight Golden Rules for
Dialogue Design
•Role of Principles and Guidelines
•Problems with Principles
•10 Rules of Web Design
Principles of Software Usability
1. Simple and natural dialog.
Dialogs should not have any irrelevant or
infrequently used information. All
information should be arranged in a way that
is natural to users.
2. Speak the user’s language.
Dialogs should be expressed in text and
concepts familiar to users. Always be aware
of the jargons they use in their work.
Principles of Software Usability
3. Minimize user memory load.
Users should not have to remember
information as they move from one part of the
dialog to another.
4.Consistency
Users should not have to wonder whether
different words, situations, or actions mean
the same thing.
Principles of Software Usability
5. Feedback
Users should always be informed about what
is happening in the system. If not, they will
get confused.
6. Clearly marked exits
System should have visible exits so that users
can leave any unwanted situation.
Principles of Software Usability
7. Shortcuts
Accelerators that speed up tasks should be
available for expert users.
8. Good error messages
Messages should, in plain language, state the
problem and suggest a solution.
Principles of Software Usability
9.Prevent errors.
Systems should, whenever possible, prevent
problems from occurring.
10. Help and documentation.
Information should be easy to retrieve and
should list required steps to complete tasks.
Shneiderman’s Eight Golden Rules for
Dialogue Design
1. Consistency (Consistent sequences of actions
should be used in similar situations; Identical
terminology should be used in menus, prompts
and help screens; Commands should operate in a
consistent manner Very often violated)
2. Provide shortcuts (As users become experts
they want to reduce number of interactions and
increase pace. Should allow abbreviations,
accelerator keys, hidden commands, extra options)
Shneiderman’s Eight Golden Rules for
Dialogue Design
3. Offer informative feedback (For every action
there should be some feedback. For frequent,
minor actions maybe simple feedback for
infrequent major actions more demanding.)
4. Design dialogues to yield closure (Sequences of
actions should be organized into groups. Feedback
can then be given at the end of a sequence to
indicate it is over. User can then move on to next
task)
Shneiderman’s Eight Golden Rules for
Dialogue Design
5. Simple error handling (Design system to avoid
errors happening. If error occurs system should
detect this, indicate it in an understandable way
and provide simple mechanisms for recovery. User
should not have to retype a whole command, just
fix the incorrect part.)
6. Permit easy reversal of actions (Actions should
be reversible. This will relieve anxiety since user
knows that errors can be undone; encourages
exploration. This can be done with an undo
command, this may undo last action, last group of
actions, or more what about irreversible actions?)
Shneiderman’s Eight Golden Rules for
Dialogue Design
1. Simple is beautiful.
4. Consistency is key.