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Copyright
© 1999 by Bonnie Skaalid
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In
both multimedia and web design, great attention is paid to
the navigation interface, the means by which users are able
to navigate from one location to another. In many
treatments, navigation is initiated by using icons, buttons
or menus.
Rules
for Buttons, Boxes and Menus:
- Buttons,
radio buttons, check boxes and menus should look like
something you would normally press, click, put x's in, or
pull down [3,
4].
HTML includes special routines which draw radio buttons,
check boxes and pull down menus for you. The design of
buttons is a bit trickier, since you have to draw your
own graphic and make it look like a button (bevelled
edges give the 3D effect which makes a graphic look like
something you would press).
- Give
the user some feedback that execution is occurring after
a button is pressed. This was much harder in the past,
but with the addition of Javascript to the newer web
browsers, icons will flash or change color when pressed,
giving the user the sense that something may
happen.
There
are many sources on the web for buttons which are already
designed. Here are some suggestions:
Icons
Icons
can be very useful when designing navigation aids, but they
also have their pitfalls. Advantages of icons include:
- to
help users work smarter by improving productivity and
reliability (road signs can read at twice the distance
and half the time as word signs (Horton,
1994))
- to
represent visual and spatial concepts such as shape,
color, position, angle, size, texture, and
pattern
- to
save space in crowded screen displays
- to
speed search (we can recognize icons much more quickly
that reading a list of words)
- for
better recall and immediate recognition (Both Braden and
Horton cite studies where graphic recall is close to 100%
accurate[1,
p. 498; 2,
p.5);
- to
allow illiterate or semi-literate users to function more
easily
- to
increase global access to your web page or multimedia
product.
On
the downside, it is very challenging to design icons - the
constraints of a very small space make it difficult to
convey a message (especially a concept as opposed to a
concrete operation). As Horton states: "Obscure icons make
computer screens look like the control panel of an alien
spaceship. Gaudy, garish icons make them look like a piece
of "refrigerator art." [2,
p. 15]
Shneiderman
includes the following guidelines for the use of
icons:
- represent
the object or action in a familiar and recognizable
manner
- limit
the number of different icons
- make
the icon stand out from its background
- consider
three dimensional icons; they are eye-catching but also
can be distracting
- ensure
that a single selected icon is clearly visible when
surrounded by unselected icons
- make
each icon distinctive from every other icon
- ensure
the harmoniousness of each icon as a member of a family
of icons. [4,
p. 208]
Here's
a link to some prepared icons: IconBazaar
[1] Braden, R.
(1996). Visual literacy. In D.H. Jonassen (Ed.),
Handbook of Research for Educational Communications
and Technology . New York: Simon and Schuster
Macmillan.
[2] Horton,
W. (1994). The icon book: Visual symbols for computer
systems and documentation. Toronto, ON: John Wiley
& Sons.
[3] Norman,
D. (1988) The design of everyday things. New
York, NY: Doubleday.
[4]
Shneiderman, B. (1998). Designing the user interface:
Strategies for effective human-computer interaction (3rd
ed.) . Reading, MA: Addison-Wesley
Publishing.
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