GUI Design Principles
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Generally accepted principles for Graphical user interface design are:
1. Aesthetically pleasing Provide visual appeal by following these presentation and graphic design principles:
- Provide meaningful contrast between screen elements.
- Create groupings.
- Align screen elements and groups.
- Provide three dimensional representation
- Use colors and graphics effectively and simply.
2. Clarity The interface should be visually, conceptually and linguistically clear, including
- Visual elements
- Words and text
3. Compatibility Provide compatibility with the following:
- The user
- The task and job
- The product
- Adopt the user’s perspective
4. Comprehensibility A system should be easily understood and learned. A user should know the following
- What to do
- What to look at
- When to do it
- Where to do it
- Why to do it
- How to do it
- The flow of actions, responses, visual preparations and information should be in a sensible order that is easy to recollect and place in context.
5. Configurability Permit easy personalization, configuration and reconfiguration of settings.
- Enhances a sense of control
- Encourages an active role in understanding
6. Consistency A system should look, act, and operate the same throughput. Similar components should:
- Have a similar look
- Have similar uses.
- Operate similarly
- The same action should always yield the same result.
- The function of the elements should not change
- The position of standard elements should not change.
7. Control The user must control the interaction.
- Actions should result from explicit user requests
- Actions should be performed quickly
- Actions should be capable of interruption or termination
- The user should never be interrupted for errors
- The context maintained must be from the perspective of the user.
- The means to achieve goals should be flexible and compatible with the user’s skills, experiences, habits and preferences.
- Avoid modes since they constrain the actions available to the user.
- Permit the user to customize aspects of the interface, while always providing a proper set of defaults.
8. Directness Provide direct ways to accomplish tasks
- Available alternatives should be visible,
- The effect of actions on objects should be visible.
- Minimize eye and hand movements, and other control actions.
- Transitions between various system controls should flow easily and freely.
- Navigation paths should be as short as possible.
- Eye movement through a screen should be obvious and sequential.
- Anticipate the user’s wants and needs whenever possible.
10. Familiarity Employ familiar concepts and use a language that is familiar to the user.
- Keep the interface natural, mimicking the user’s behavior patterns.
- Use real world metaphors.
11. Flexibility A system must be flexible to the different needs of its users, enabling a level and type of performance based upon:
- Each user’s knowledge and skills.
- Each user’s experience.
- Each user’s personal preference
- Each user’s habits
- The conditions at that moment
- Tolerate and forgive common and unavoidable human errors
- Prevent errors from occurring whenever possible.
- Protect against possible catastrophic errors.
- When an error does occur, provide constructive messages.
13. Predictability The user’s should be able to anticipate the natural progression of the task.
- Provide distinct and recognizable screen elements
- Provide cues to the result of an action to be performed
- All expectations should be fulfilled uniformly and completely.
14. Recovery A system should permit:
- Commands or actions to be abolished or reversed.
- Immediate return to a certain point if difficulties arise.
Ensure that users never lose their work as a result of
- An error on their part
- H/W, S/W or communication problems.
15. Responsiveness The system must rapidly respond to the user’s requests.
- Provide immediate acknowledgement for all user actions
- Provide as simple an interface as possible
- Provide defaults
- Minimize screen alignment points.
- Make common actions simple at the expense of uncommon actions being made harder.
- Provide uniformity and consistency
Five ways to provide simplicity:
- Present common and necessary functions first.
- Prominently feature important functions,
- Hide more sophisticated and less frequently used functions
- Permit the user to focus on the task or job, without concern for the mechanics of the interface.
- Workings and reminders of workings inside the computer should be invisible to the user.
- Final design will be based on a series of trade-offs balancing often-conflicting design principles
- People’s requirements always take precedence over technical requirements
Further reading[edit | edit source]
- Verplank, W.L. (1985). "Graphics in Human-Computer Communication: Principles of Graphical User-Interface Design". in Peterson H.E. and Schneider W.. Proceedings of the IFIP-IMIA Second Stockholm Conference on Communication in Health Care, Stockholm, Sweden. pp. 113–130.
- Aaron Marcus (1995). "Principles of effective visual communication for graphical user interface design". Human-computer interaction: toward the year 2000. San Francisco: Morgan Kaufmann Publishers Inc.. pp. 425–441. ISBN 1-55860-246-1.