Path: utzoo!utgpu!news-server.csri.toronto.edu!bonnie.concordia.ca!uunet!zaphod.mps.ohio-state.edu!think.com!paperboy!yee From: yee@osf.org (Michael K. Yee) Newsgroups: comp.human-factors Subject: Re: rules of thumb Message-ID: Date: 1 Jul 91 00:11:13 GMT References: <1991Jun26.092540@axion.bt.co.uk> Sender: news@OSF.ORG Organization: Open Software Foundation Lines: 66 In-reply-to: jpope@axion.bt.co.uk's message of 26 Jun 91 08:25:40 GMT Here are a general list of important 'goals' in designing a good human-computer interface. I don't remember where I got them, but I think that these goals are a good starting point for designing a good graphics user interface. My comments are in '[]'. Important Goals in Graphical User Interface Design -------------------------------------------------- INTUITIVE - If, at any time, the user has difficulty deciphering, manipulating, controlling, or selecting a particular graphical object, that element is too complex. CONSISTENT - All elements of the same type should act identically whereever they may exist on the desktop. For example, pushbuttons should appear the same everywhere on the screen, regardless of the task they perform when selected. [Put simply - "Similar (looking) controls should behave similarly".] CONDUCTIVE TO FREQUENT USE - Cluttered desktops, overly flashy colors, or busy and unessential graphics will tire the users. [Do not over use colors in your GUI as you may end up giving your user interface the angry fruit salad look.] VISUAL CUES - Visual cues direct users' attentions towards necessary elements of the screen; require input, error messages, help, and so on. FLEXIBLE - The ability to customize key GUI elements is important in all aspects ranging from keyboard and mouse usage to the choices of screen colors or appearance of icons. Users must be able to fine tune an application according to their particular habits or tastes. Along with these goals. The work flow of the user of the application should drive the design and layout of the user interface. Without considering the steps used by an user to complete a tasks, your user interface may be awkward for the user to uses to perform daily tasks. A good user interface should be forgiving so that the user can explore the application without fear of inflicting permanent damage. User interfaces that are forgiving and encourages exploration will draw the user into the interface instead of repelling them. Hope this helps someone, =Mike -- == Michael K. Yee -+- OSF/Motif Team == Open Software Foundation - 11 Cambridge Center - Cambridge, MA 02142 == "Live simply, so that others may simply live."