Design Principles and Rules
Design Principles
1. Visibility
2. Affordances / Signifiers
3. Constraints
4. Mappings
5. Feedback
(General and Abstract)
Rules and Guidelines
1. Golden Rules / Heuristics
2. Standards
3. UI Design Patterns
4. UI Style Guides
(Applied and Actionable)
Types of Design Rules
Types of Design Rules 2
What are the Eigh Golden Rules by B. Schneiderman
1, Strive for Consistency
“Consistent sequences of actions should be required in similar situations; identical terminology should be used in prompts, menus, and help screens; and consistent colour, layout, capitalization, fonts, and so on, should be employed throughout. Exceptions, such as required confirmation of the delete command or no echoing of passwords, should be comprehensible and limited in number”
Internal versus External Consistency
Types of Consistency
Syntactic consistency
Semantic consistency
Terminological consistency
“Recognize the needs of diverse users and design for plasticity, facilitating transformation of content. Novice to expert differences, age ranges, disabilities, international variations, technological diversity each enrich the spectrum of requirements that guides design. Adding features for novices, such as explanations, and features for experts, such as shortcuts and faster pacing, enriches the interface design and improved perceived quality.”
“For every user action, there should be an interface feedback. For frequent and minor actions, the response can be modest, whereas for infrequent and major actions, the response should be more substantial.”
“Sequences of actions should be organized into groups with a beginning, middle, and end. Informative feedback at the completion of a group of actions gives users the satisfaction of accomplishment, a sense of relief, a signal to drop contingency plans from their minds, and an indicator to prepare for the next group of actions. For example, e-commerce websites move users from selecting products to the checkout, ending with a clear confirmation page that completes the transaction.”
“As much as possible, design the interface so that users cannot make serious errors; for example gray out menu items that are not appropriate and do not allow alphabetic characters in numeric entry fields. If users make an error, interface should offer simple, constructive, specific instructions for recovery. For example user should not have to retype an entire name-address form if they enter an invalid zip code but rather should be guided to repair only the faulty part. Errorneous actions should leave the interface unchanged, or the interface should give instructions about restoring the state.”
“As much as possible, actions should be reversible. This feature relieves anxiety, since users know that errors can be undone, and encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data-entry task, or a complete group of actions, such as entry of a name-address block”
“Experienced users strongly desire the sense that they are in charge of the interface and that the interface responds to their actions. They don’t want surprises or changes in familiar behaviour, and they are annoyed by tedious data-entry sequences, difficulty in obtaining necessary information, and inability to produce their desired result.”
“Humans’ limited capacity for information processing in short-term memory requires that designers avoid interfaces in which users must remember information from one display and then use that information of another display. It means that cellphones should not require reentry of phone numbers, web site locations should remain visible and lengthy forms should be compacted to fit a single display.”
Golden Rules - Key Points
Standards - ISO 9241
Ergonomics of human-system interaction
* Part 1: General introduction
* Part 2: Guidance on task requirements
* Part 3: Visual display requirements
* Part 4: Keyboard requirements
* Part 110: Interaction principles
* Part 210: Human-centered design for interactive systems
* Part 420: Selection procedures for physical input devices
* Part 910: Framework for tactile and haptic interaction
Example: ISO 9241-210
Example: ISO 9241-9
Standrads - Web Content Accessibility Guidelines (WCAG 2.1)
Standrads - Web Content Accessibility Guidelines (WCAG 2.1)
WCAG - Four Principles of Accessibility