Professional Documents
Culture Documents
Reading
Listening
Speaking
Keying
Objectives
At the end of this chapter students should be able to:
Know human considerations in interface design.
Know how to organize screen elements clearly
and meaningfully.
Know how to present information simply and
meaningfully.
Explain the organization and structure guidelines
in interface design.
Explain the technological considerations in
interface design.
6.1
Use of a screen, and a system, is affected by many factors. These include: how much
information is presented on a screen, how a screen is organized, the language used on
the screen, the distinctiveness of the screen's components, its aesthetics, and a screen's
consistency with other screens.
First, let's look at what aspects of a poor screen design can be distracting to the user,
what a user is looking for in a good design and the kind of things onscreen users find
interesting in a system or Web site.
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Figure 6-1 Example of poor interface design
6.1.1
Hewlett (1995) based upon her experiences at Microsoft suggests the most common
problems in visual interface design are:
1. Visual inconsistency in screen detail presentation and with the operating system.
2. Lack of restraint in the use of design features and elements.
3. Overuse of three-dimensional presentations.
4. Overuse of too many bright colours.
5. Poorly designed icons.
6. Bad typography
7. Metaphors that is either overbearing or too cute, or too literal thereby restricting
design options
8. These kinds of problems, lead to screens that can be chaotic, confusing,
disorganized, and distracting.
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Web screens, as were recently described, also present to the user a variety of
distractions. These distractions include:
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6.1.2
6.1.3
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6.2
ORGANIZING
SCREEN
MEANINGFULLY
ELEMENTS
CLEARLY
AND
Consistency
Inconsistency also creates a screen variation that makes it difficult to notice another
variation that may be important for a person's task or need. In Web site design
consistency greatly enhances visual scanning, a common user activity. It also reassures
a person that he or she is rooted in a certain location. This provides stability and
reduces navigation confusion.
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6.2.2
Divide information into units that are logical, meaningful, and sensible.
Organize by the degree interrelationship between data or information.
Provide an ordering of screen units of information and elements that is prioritized
according to the user's expectations and needs.
Possible ordering schemes include:
1. Conventional
Through convention and custom, some ordering schemes have evolved for certain
elements. Examples are by days of the week, by months of the year, by one's name
and address, or along a timeline. These elements should always be ordered in the
customary way.
2. Sequence of use
Sequence of use grouping involves arranging information items in the order in
which they are commonly received or transmitted, or in natural groups. An
address, for example, is normally given by street, city, state, and zip code.
3. Frequency of use
Frequency of use is a design technique based on the principle that information
items used most frequently should be grouped at the beginning; the second most
frequently used items grouped next, and so forth.
4. Function
Information items are grouped according to their purpose or by some common
parameter. All items pertaining to insurance coverage, for example, may be placed
in one location. Transportation vehicles may be grouped within the categories of
planes, trains, and automobiles.
5. Importance
Importance grouping is based on the information's importance to the user's task or
need. Important items are placed first or in the most prominent position. Items may
be organized from best to worst or largest to smallest.
6. General to specific
If some data is more general than the other, the general elements should precede
the specific elements. This will usually occur when there is a hierarchical
relationship among data elements. This is a common Web site organization
scheme.
Form groups that cover all possibilities.
Ensure that information that must be compared is visible at the same time. Ensure
that only information relative to the users tasks or needs is presented on the
screen.
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6.2.3
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6.2.4
Amount Of Information
1. Proper amount of information.
Presenting too much information on a screen is confusing; there will be greater
competition among a screen's components for a person's attention.
Visual search times will be longer, and meaningful structure will be more difficult
to perceive.
Presenting too little information is inefficient and may tax a person's memory as
information contained on multiple screens may have to be remembered.
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Figure 6-9 Example of interface that display well organized information
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6.2.5 Distinctiveness
Individual screen controls, and
groups of controls, must be
perceptually distinct.
1. Screen controls:
Should not touch a window
border.
Should not touch each other.
2. Field and group borders:
Should not touch a window
border.
Should not touch each other.
3. Buttons:
Should not touch a window
border.
Should not touch each other.
A button label should not
touch the button border.
Adjacent screen elements
must be displayed in colours
or shades of sufficient
contrast with one another.
Elements of screen must be
distinct, clearly distinguished
from
one
another.
Distinctiveness
can
be
enhanced through separation
and contrast
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Figure 6-10 Example of distinctiveness screen
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6.2.6
2. Reverse polarity
For example, on a screen with a specific level of dark text and a specific level of
light background, certain elements can be emphasized by displaying them in the
reverse: a text of the same lightness as that used on the regular screen on a
background of the same darkness as is used on the regular screen.
3. Fonts
Differences in fonts have a moderate attention-getting capability. Their varying
sizes and shapes can be used to differentiate screen components.
4. Blinking
Blinking has a very high attention-getting capability, but it reduces text readability
and is disturbing to most people. Therefore, it should be reserved for urgent
situations and times when a quick response is necessary.
5. Colours
Use colour to emphasize and assist in the identification of screen components.
6. Other emphasis techniques
Other emphasis techniques include: displaying the element in a larger size, placing
an element in a position where the eye first meets the screen, isolating the element
from the remainder of the screen, presenting the element in a distinctive or unusual
shape, and using white space to emphasize blocks of text.
De-emphasize less important elements.
To ensure that emphasized screen elements stand out,
avoid:
1. Emphasizing too many screen elements.
2. Using too many emphasis techniques.
3. Screen clutter.
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6.3
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6. Control arrangement
Align controls into columns. Maintain a top-to-bottom, then left-to-right
arrangement.
7. Required and optional input
Consider distinguishing between required and optional data input through:
Placing required and optional information within different screens, windows, or
groups.
Identifying information as required or optional in a completion aid.
Identifying required information with a unique font or symbol.
8. Instructions and completion aids
Include these on screens as necessary.
Locate instructions so they precede the controls to which they apply and locate
completion aids to the right of the controls to which they apply.
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6.4.2
3. Text boxes
Designate by boxes, using either a line border or polarity reversal.
4. Spacing and groupings
Create the same groupings as exist on the document.
Set off groupings as this is done on the form, through use of either white space
and/or borders.
5. Headings
Include the same headings as are found on the source document.
Capitalize or use mixed-case headline style.
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6. Control arrangement
Control positioning and alignment on the screen should match that of the source
document.
Maintain a left-to-right entry arrangement, if the form is organized for completion
in this direction.
7. Keying procedure
Use manual tabbing. Keying will be faster and less error prone.
8. Required and optional input
Distinguishing between required and
optional data input is not necessary on
these screens.
This information will have been included
within the source document design.
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Figure 6-17 Example of text entry
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6.4.3
Display/Read-Only Screens
1. Organization
Only display information necessary to perform actions, make decisions, or answer
questions.
Group information in a logical or orderly manner, with the most frequently requested information in the upper-left corner.
For multi screen functions, locate the most frequently requested information on the
earliest screens.
Do not pack the screen. Use spaces and lines to balance the screen perceptually.
2. Captions
Provide meaningful captions clearly identifying the information displayed.
Use the headline style (all significant words capitalized), and consistently position
all captions in relation to their associated data. Captions may be left or right
aligned.
3. Text boxes
Do not place a border around display/read-only information so the data will appear
on the normal window background.
4. Spacing and groupings
Provide easily scanned and identifiable logical groupings of information.
5. Headings
Provide headings to identify groupings.
Set off from their related controls using upper case or mixed-case headline style.
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6. Data presentation
Provide visual emphasis to the data.
Give the data a meaningful structure.
Spell out any codes in full.
Include natural splits or predefined breaks in
displaying data.
For data strings of five or more numbers or
alphanumeric characters with no natural
breaks, display in groups of three or four
characters with a blank between each group.
Figure 6-19 Data presentation
7. Data arrangement
Align data into columns.
Organize for top to bottom scanning.
8. Data justification
Left-justify text and alphanumeric formats.
Right-justify list of numeric data.
Create a data ladder.
9. Data display
Consider not displaying data whose values are none, zero, or blank.
Consider creating data statements, in which the caption and data are combined.
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6.5
Interface design is also affected by the physical characteristics of the display device
itself and the characteristics of the interfaces controlling software.
Graphical system design must be compatible with the system's power, screen size,
screen resolution, and displayable colours, fonts and other features.
The design must also be compatible with the system platform and any development
and implementation tools being used. The design must also take into consideration any
available platform style guide.
6.5.1
System Power
6.5.2
Screen Size
Clearly, these studies point out that bigger screens may be better.
Continually expanding monitor and screen size as a solution, though, may create other
problems. A large display area will require longer control movements to reach all
locations on the screen, and more head and eye movements.
The effect on user's physical comfort and the possibility of needing an expanded
working area must be considered.
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6.5.3
Screen Resolution
Colours
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Figure 6-22 Colours
6.5.5
A wide range screen attributes or properties are available to aid the screen design
process.
Included are such techniques as higher brightness, reverse polarity, different font sizes
and styles, underlining, blinking, line rules and boxes, colour, and white space.
Before beginning design, the designer must be aware of what capabilities exist, how
they may be most effectively used, and what their limitations are.
The design must be compatible with the system platform and any development and
implementation tools being used. The design may also take into consideration any
available platform style guide.
Finally, the design must effectively utilize the various available display features or
attributes.
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6.5.6
Platform Compatibility
The design must be compatible with the windowing platform being used-Apple
Computer's Macintosh, Microsoft Windows or any other.
6.5.7
An interface builder is a graphical tool that helps a programmer create dialog boxes,
menus, and other controls. It provides a palette to select and position controls, and to
set properties.
Interface builders are limited to use in laying out the static parts of the interface. They
cannot handle the parts of the interface that involve graphical objects moving around.
A user interface management system (UIMS) extends the features of a builder by also
providing assistance with creating and managing the insides of windows. Examples
include HyperCard and Visual Basic.
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6.5.8
Examples of industry-produced
guidelines
include
Apple's
Macintosh Human Interface
Guidelines,
IBM's
System
Application
Architecture
Common User Access (SAA
CUA) and Microsoft's The
Windows Interface Guidelines
for Software Design.
Product style guides vary in
their
ability
to
control
compliance with the guidelines
they present. Some present strict
requirements,
leading
to
excellent consistency across
applications; others provide little
guideline compliance control.
The design should comply with the relevant platform style guide.
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