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Copyright
© 1999 by Bonnie Skaalid
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What
do these things have in common?
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- A
Computer Mouse
- A
Touch Screen
- A
program on your Mac or Windows machine that
includes a trashcan, icons of disk drives, and
folders
- Pull-down
menus
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Give
up? These are all examples of advances in human-computer
interface design which were designed to make it easier to
accomplish things with a computer. Do you remember the first
days of desktop computers? I do. I remember when I had to
remember long strings of commands in order to do the
simplest things like copy or format a disk or move to a new
directory. I don't miss those days! Thank you,
human-computer interface designers. (If you want to read
about some of the pioneers of human-computer interface
design, check out information about Douglas
Englebart and Alan Kay.)
Human-Computer
Interface Design seeks to discover the most efficient way to
design understandable electronic messages
[1,
2].
Research in this area is voluminous; a complete branch of
computer science is devoted to this topic, with
recommendations for the proper design of menus, icons,
forms, as well as data display and entry screens. This
browser you are using now is a result of interface design -
the buttons and menus have been designed to make it easy for
you to access the web. Some recommendations from this
research are discussed below.
Note:
Many of these recommendations concern the design of computer
interfaces like Windows or the Mac Finder or how to make
programs easier to use. Some of these recommendations are
not so relevant to web design. Still, it is an important
area of research, and some of the recommendations relate to
any kind of communication between user and computer.
Wherever possible, I have included examples more directly
related to web design.
Shneiderman's
Principles of Human-Computer Interface Design:
Recognize
Diversity - In order to recognize diversity, you, the
designer, must take into account the type of user
frequenting your system, ranging from novice user,
knowledgeable but intermittent user and expert frequent
user. Each type of user expects the screen layout to
accommodate their desires, novices needing extensive
help, experts wanting to get where they want to go as
quickly as possible. Accommodating both styles on the
same page can be quite challenging. You can address the
differences in users by including both menu or icon
choices as well as commands (ie. Command or Control P for
Print as well as an icon or menu entry), or providing an
option for both full descriptive menus and single letter
commands.
You
Should Use the Eight Golden Rules of Interface
Design:
- Strive
for consistency
- consistent
sequences of actions should be required in similar
situations
- identical
terminology should be used in prompts, menus, and help
screens
- consistent
color, layout, capitalization, fonts, and so on should
be employed throughout.
- Enable
frequent users to use shortcuts
- to
increase the pace of interaction use abbreviations,
special keys, hidden commands, and macros
- Offer
informative feedback
- for
every user action, the system should respond in some
way (in web design, this can be accomplished by DHTML
- for example, a button will make a clicking sound or
change color when clicked to show the user something
has happened)
- Design
dialogs to yield closure
- Sequences
of actions should be organized into groups with a
beginning, middle, and end. The informative feedback
at the completion of a group of actions shows the user
their activity has completed successfully
- Offer
error prevention and simple error handling
- design
the form so that users cannot make a serious error;
for example, prefer menu selection to form fill-in and
do not allow alphabetic characters in numeric entry
fields
- if
users make an error, instructions should be written to
detect the error and offer simple, constructive, and
specific instructions for recovery
- segment
long forms and send sections separately so that the
user is not penalized by having to fill the form in
again - but make sure you inform the user that
multiple sections are coming up
- Permit
easy reversal of actions
- Support
internal locus of control
- Experienced
users want to be in charge. Surprising system actions,
tedious sequences of data entries, inability or
difficulty in obtaining necessary information, and
inability to produce the action desired all build
anxiety and dissatisfaction
- Reduce
short-term memory load
- A
famous study suggests that humans can store only 7 (plus or minus
2) pieces of information in their short term memory. You can reduce
short term memory load by designing screens where options are clearly
visible, or using pull-down menus and icons
Prevent
Errors - The third principle is to prevent errors
whenever possible. Steps can be taken to design so that
errors are less likely to occur, using methods such as
organizing screens and menus functionally, designing
screens to be distinctive and making it difficult for
users to commit irreversible actions. Expect users to
make errors, try to anticipate where they will go wrong
and design with those actions in mind.
Norman's
Research
One
researcher who has contributed extensively to the field of
human-computer interface design is Donald Norman. This
psychologist has taken insights from the field of industrial
product design and applied them to the design of user
interfaces. According to Norman, design should:
use
both knowledge in the world and knowledge in the head.
Knowledge in the world is overt - we don't have to
overload our short term memory by having to remember too
many things (icons, buttons and menus provide us with
knowledge in the world - we don't have to remember the
command for printing, it's there in front of us). On the
other hand, while knowledge in the head may be harder to
retrieve and involves learning, it is more efficient for
tasks which are used over and over again (providing a
command key sequence like Control P for Print is an
example of this).
"make
it easy to determine what actions are possible at any
moment (make use of constraints)" ([1]
p. 188). For example:
- well-designed
things can only be put together certain ways (the
trapezoidal SCSI cable is an example of good design -
I can only plug it in one way)
- menus
only display the actions which can be carried out at
that time (other options are dimmed).
"Make
things visible, including the conceptual model of the
system, the alternative actions and the results of
actions" ([1]
p. 188). You can provide an overview map of your site so
that your user can design their own mental map of how
things work.
"Make
it easy to evaluate the current state of the system"
([1]
p. 188). You can do that by providing feedback in the
form of messages or flashing buttons.
"Follow
natural mappings between intentions and the required
actions, between actions and the resulting effect; and
between the information that is visible and the
interpretation of the system state"
([1]
p. 188). For example:
- It
should be obvious what the function of a button or
menu is - use conventions already established for the
web, don't try to design something which changes what
people are familiar with.
- The
underlined phrase on a web page is a well-known clue
that a link is present. From past experience, users
understand that clicking on an underlined phrase
should take them somewhere else.
"In
other words, make sure that (1) the user can figure out
what to do, and (2) the user can tell what is going on."
([1]
p. 188)
Norman's
information comes from a book called "The Design of Everyday
Things." There is a particularly interesting section on
designing telephones which is almost hilarious. He has
written a new book called "The Invisible Computer". If you
want to read excerpts from this new book, go to:
http://www.jnd.org/cv.html#Invisible_Computer
Summary
How
can we relate the recommendations from human-computer
interface design research directly to web design?
- Recognize
Diversity
- make
your main navigation area fast loading for repeat
users
- provide
a detailed explanation of your topics, symbols, and
navigation options for new users
- provide
a text index for quick access to all pages of the
site
- ensure
your pages are readable in many formats, to
accommodate users who are blind or deaf, users with
old versions of browsers, lynx users, users on slow
modems or those with graphics turned off
- Strive
for consistency in:
- menus
- help
screens
- color
- layout
- capitalization
- fonts
- sequences
of actions
- Offer
informative feedback - rollover buttons, sounds when
clicked
- Build
in error prevention in online forms
- Give
users control as much as possible
- Reduce
short term memory load by providing menus, buttons or
icons. If you use icons, make sure you have a section
which explains what they mean. Make things obvious by
using constraints - grayed out items in menus for options
not available in that page
- Make
use of web conventions such as underlined links, color
change in links for visited pages, common
terminology
- Provide
a conceptual model of your site using a site map or an
index
[1] Norman, D.
(1988) The design of everyday things. New York,
NY: Doubleday.
[2]
Shneiderman, B. (1998). Designing the user interface:
Strategies for effective human-computer interaction (3rd
ed.) . Reading, MA: Addison-Wesley
Publishing.
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