Design Rules: Adnan Hussain
Design Rules: Adnan Hussain
Design Rules: Adnan Hussain
Design Rules
Adnan Hussain
design rules
Designing for maximum usability
– the goal of interaction design
Principles of usability
general understanding
Design patterns
capture and reuse design knowledge
Design Rules
We require design rules, which are rules a
designer can follow in order to increase
the usability of the eventual software
product.
Design Rules
We can classify these rules along two dimensions,
based on the rule’s
authority and
generality.
By authority, we mean an indication of whether or not
the rule must be followed in
design or whether it is only suggested
Design Rules
By generality, we mean whether the rule
can be applied to many design situations
or whether it is focused on a more limited
application situation.
Design Rules
Rules also vary in their level of abstraction, with
some abstracting away from the detail of the
design solution and others being quite specific.
It is also important to determine the origins of a
design rule.
Types of design rules
principles
abstract design rules
low authority
high generality
standards Guidelines
increasing generality
increasing generality
specific design rules
high authority
limited application
Standards
guidelines
lower authority
more general application increasing authority
increasing authority
Design Rules
The design rules are used to apply the
theory in practice.
The theory underlying the separate design
rules can help the designer understand the
trade-off for the design that would result in
following or ignoring some of the rules.
Principles, Standards and Guidelines
There exists distinction between
principles, standards and guidelines.
Principles are derived from knowledge of the
psychological, computational and sociological
aspects of the problem domains and are
largely independent of the technology.
They depend to a much greater extent on a
deeper understanding of the human element
in the interaction.
Principles, Standards and Guidelines
Guidelines are less abstract and often more
technology oriented.
As they are also general, it is important for a designer to know
what theoretical evidence there is to support them.
A designer will have less of a need to know the
underlying theory for applying a standard. However,
since standards carry a much higher level of
authority, it is more important that the theory
underlying them be correct or sound.
Principles to support usability
Learnability
the ease with which new users can begin effective interaction and
achieve maximal performance
Flexibility
the multiplicity of ways the user and system exchange information
Robustness
the level of support provided the user in determining successful
achievement and assessment of goal-directed behaviour
Principles to support usability
Learnability: the ease with which new
users can begin effective interaction and
achieve maximal performance
Principles to support usability
Flexibility: the multiplicity of ways the
user and system exchange information
Principles to support usability
Robustness: the level of support
provided the user in determining
successful achievement and assessment
of goal-directed behavior.
Principles of learnability
Familiarity
how prior knowledge applies to new system
guess-ability; metaphors; affordance
Principles of learn-ability
Generalizability
extending specific interaction knowledge to
new situations
eg. cut/paste/copy across apps
Principles of learn-ability
Consistency
likeness
in input/output behavior arising
from similar situations or task objectives
Predictability
Predictability of an interactive system
means that the user’s knowledge of the
interaction history is sufficient to determine
the result of his future interaction with it.
There are many degrees to which
predictability can be satisfied.
Predictability and deterministic behavior
Predictability of an interactive system is distinguished from
deterministic behavior of the computer system alone.
Most computer systems are ultimately deterministic machines,
so that given the state at any one point in time and the operation
which is to be performed at that time, there is only one possible
state that can
result.
Synthesizability
Predictability says nothing about the way
the user forms a model of the system’s
behavior. Synthesis, is the ability of the user
to assess the effect of past operations on
the current state.
can observe account of a change
eg. moving a file in command-line vs WIMP interface
Flexibility
Flexibility refers to the multiplicity of ways
in which the end-user and the system
exchange information.
Principles of flexibility
Dialogue initiative
freedom from system imposed constraints on input dialogue
system vs. user pre-emptiveness
Multithreading
ability of system to support user interaction for more than one task
at a time
concurrent vs. interleaving; multimodality
Task migratability
passing responsibility for task execution between user and system
Principles of flexibility (ctd)
Substitutivity
allowing equivalent values of input and output
to be substituted for each other
representation multiplicity; equal opportunity
Customizability
modifiabilityof the user interface by user
(adaptability) or system (adaptivity)
Robustness
In a work or task domain, a user is
engaged with a computer in order to
achieve some set of goals.
The robustness of that interaction covers
features that support the successful
achievement and assessment of the goals.
Principles of robustness
Observability
ability of user to evaluate the internal state of the system from its
perceivable representation
browsability; defaults; reachability; persistence; operation visibility
Recoverability
ability of user to take corrective action once an error has been
recognized
reachability; forward/backward recovery; commensurate effort
Principles of robustness (ctd)
Responsiveness
how the user perceives the rate of
communication with the system
Stability
Task conformance
degree to which system services support all of
the user's tasks
task completeness; task adequacy
Using design rules
Guidelines
increasing generality
increasing generality
Design rules
suggest how to increase usability
Standards
differ in generality and authority
increasing
increasingauthority
authority
Standards
Style guides
OpenLook
Open Software Foundation Motif GUI
involve using toolkits with high-level widgets
each have own look-and-feel
promote consistency
OpenLook example
For design of menus
Suggestion for grouping items in the same
menu
“Use white space between long groups of controls
on menus or in short groups when screen real
estate is not an issue.”
Justification: more options on a menu, longer it
takes user to locate and point to item
Careful: grouping logically related items like saving
and deleting files may result in a simple slip in
pointing
Golden Rules
Commitment can help designer to develop
more usable system.
For this purpose, number of advocates of
user-centered design have presented sets of
‘golden rules’ or heuristics.
Golden rules and heuristics
“Broad brush” design rules
Useful check list for good design
Better design using these than using nothing!
Different collections e.g.
Nielsen’s 10 Heuristics (covered in coming
lectures)
Shneiderman’s 8 Golden Rules
Norman’s 7 Principles
Shneiderman’s 8 Golden Rules
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
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.
HCI design patterns
An approach to reusing knowledge about successful
design solutions
Originated in architecture: Alexander
A pattern is an invariant solution to a recurrent problem
within a specific context.
Examples
Light on Two Sides of Every Room (architecture)
Go back to a safe place (HCI)
Patterns do not exist in isolation but are linked to other
patterns in languages which enable complete designs to
be generated
HCI design patterns (cont.)
Characteristics of patterns
capture design practice not theory
capture the essential common properties of good examples of
design
represent design knowledge at varying levels: social,
organisational, conceptual, detailed
embody values and can express what is humane in interface design
are intuitive and readable and can therefore be used for
communication between all stakeholders
a pattern language should be generative and assist in the
development of complete designs.
Summary
Principles for usability
repeatable design for usability relies on maximizing benefit of
one good design by abstracting out the general properties which
can direct purposeful design
The success of designing for usability requires both creative
insight (new paradigms) and purposeful principled practice