Title: DESIGNING GRAPHICAL USER INTERFACES
1USER INTERFACE DESIGN
2DESIGNING GRAPHICAL USER INTERFACES - GUIs
- Graphical user interface (GUI)
- Characterized by their use of
- Typography symbols, color
- Static and dynamic graphics
- Facts, concepts, information and even emotions
are conveyed. - The structure is usually provided by the
Operating System
3GUI principles
- Designers of GUIs assume
- Graphics offer improvement over alphanumeric data
- They are easier for the user to learn
- They improve system usability
- They produce a more favorable user perception
4The GUI design Process
- The GUI design process, is influenced by
- 1. Hardware and software
- 2. GUI as a means of achieving usability
- 3. GUI requirements
- 4. GUI design principles
- 5. The use of color in GUI design
5To support this category of GUI systems, the
hardware/software must
- 1. Support more than one operation at a time
(multiple windows). - 2. Support different input devices.
- 3. Display (icons etc.) in a high-level
resolution. - 4. Store an appropriate amount (in Mbytes) of
active information. - 5. Share/transfer data between different
applications. - 6. Embed commonly used data/information/graphics
in different applications. - 7. Communicate/interface with different types of
equipment. - 8. Provide the same working environment under
different hardware configurations. - 9. Adapt to changes in the GUI environment.
6GUI as a means of achieving usability.
- GUI are used to achieve usability.
-
- Usability describes product attributes that
enable users to quickly, efficiently, and
effectively use and learn the product to
accomplish their real work. - Beginners can use the product quickly
- and
- There is always more to learn.
7GUI Usability
- With GUIs, users form a favorable perception of
software. - This perception enables the user to achieve
productivity improvements. - This productivity depends on the metaphor of the
GUI. - For example
- Icons are used to represent documents, folders,
and floppy disks. - Achievement of such a desktop metaphor is a goal
of systems aimed at microcomputer users.
8GUI requirements
- GUI design must satisfy several basic
requirements - A comprehensible mental image, or metaphor.
- Easy-to-use, simple and commonly recognized
symbols/icons for operations. - Appropriate organisation of data, functions,
tasks and roles. - Related operations grouped under the same topic.
- Avoid too many options, and too many nested
levels.
9GUIs Must Provide for
- An efficient way to navigate among data,
functions, tasks and roles. - Different methods of moving data.
- Short-cuts.
- A quality appearance.
- Effective interaction sequencing.
10GUI design principles.
- There are three basic principles of GUI design
- Organisation
- Economy
- and Communication.
11Organisation
- Designers achieve organisation with several
techniques - consistency
- screen layout
- relationships
- and navigability.
12Organisation
- Consistency is achieved by maximising the
regularity of the location and appearance of all
components. - Internal consistency deals with the regularity
within a single system. - External consistency deals with the regularity
across systems. - Screen layout contributes to organisation with
horizontal and vertical grids to provide the
framework. - The grid concept applies to entire screens,
windows, buttons, and icons.
13Organisation
- Relationships are established by grouping like
items. - Grouping is enhanced using features such as
background color. - Relationships should be clear, consistent,
appropriate and strong. - Navigability is the ability of an interface to
focus attention on the appropriate materials, and
to lead one though the material.
14Example of internal consistency.
- Microsoft provides the same appearance and
selection method in two different operations
under Microsoft Word (97).
15Example of external consistency.
- Microsoft provides a similar appearance for
different software products. - Menu bar from Microsoft PowerPoint
- Menu bar from Microsoft Word
- Menu bar from Microsoft Excel
16Relationships
- Items not grouped with types
Result is confusion. Which check box matches with
each button?
17Relationships
Items grouped by types
- Related items grouped together make it easier for
users.
18Economy
- Economy can be achieved through
- Simplicity
- Clarity
- Distinctiveness and
- Emphasis.
19Economy
- Simplicity minimises the effort the user must
expend to understand a display. - Clarity means minimizing the opportunity for
ambiguity. - Distinctiveness enables the user to separate
elements on the screen into logical groupings. - Emphasis is the final means of achieving economy.
The designer should make it easy for the user to
pick out important elements by keeping them to a
minimum. - Do not overuse the graphical features available!
20Which menu design is better ?
21Communication
- Communication is achieved through a balanced
offering of - Legibility
- Readability
- Typography
- Symbolism
- Multiple views
- and Color.
22Communication
- Legibility is achieved using a combination of
characters or graphics that show up well. - The emphasis is on communication rather than
appearance. - Attention to the environment is necessary.
- In a dark room a brightly-lit screen produces
too much glare. - In a bright room a dark background introduces
unwanted reflections.
23Readability
- Readability refers to how easy it is to interpret
and understand the display. -
- The factors that decide the readability
- Alignment
- Location
- Brightness
- Color
- and Size
24Readability
- Which of the following is the easiest to read ?
- Readability makes the display easy to interpret
and understand. The emphasis is on how easy the
displayed information may be read by the user.
Alignment, location, brightness, color, and size
are the factors to decide the readability of the
information. -
- Readability makes the display easy to interpret
and understand. The emphasis is on how easy the
displayed information may be read by the user.
Alignment, location, brightness, color, and size
are the factors to decide the readability of the
information. - Readability makes the display easy to interpret
and understand. The emphasis is on how easy the
displayed information may be read by the user.
Alignment, location, brightness, color, and size
are the factors to decide the readability of the
information.
25Typography
- Typography is the manner in which textual
material is displayed. - As a general rule
- A maximum of three typefaces.
- A maximum of three point sizes is the limit.
- No more than 60 characters per line.
- Avoid the use of upper case only.
- Avoid the use of fixed-width fonts in the
display. - Question Do these rules apply to different
languages?
26Typography
- Typography deals with the manner in which textual
material is displayed. As a general rule, a
maximum of three typefaces in a maximum of three
point sizes is the limit. Each line should
contain no more than 60 characters. - Avoid the use of
- only upper case displays with fixed-width fonts.
27Typography
- Which of the following takes the longest to read
? - TYPOGRAPHY DEALS WITH THE MANNER IN WHICH TEXTUAL
MATERIAL IS DISPLAYED. AS A GENERAL RULE, A
MAXIMUM OF THREE TYPEFACES IN A MAXIMUM OF THREE
POINT SIZE IS THE LIMIT. EACH LINE SHOULD CONTAIN
NO MORE THAN 60 CHARACTERS. TRY TO AVOID THE USE
OF UPPER CASE ONLY AND FIXED-WIDTH FONTS DISPLAY.
- Typography deals with the manner in which textual
material is displayed. As a general rule, a
maximum of three typefaces in a maximum of three
point size is the limit. Each line should contain
no more than 60 characters. Try to avoid the use
of upper case only and fixed-width fonts display.
28Symbolism
- Symbolism relates to the use of graphics to
convey messages and information in the desired
way. - A complex principle to apply.
- Use symbols which are commonly accepted.
- Professionally accepted symbols are not commonly
understood! - Prototyping provides necessary user feedback to
refine the graphics until the desired effect is
achieved.
29Symbolism
- What is the meaning of the following symbols ?
30Multiple views
- Multiple views enable the user to see the
information in various ways. - Examples
- Database details can be viewed in tabular,
column, graphic, and narrative format. - Numeric data can be viewed in different graphical
formats (pie chart, line chart or even mixed
chart). - GUIs enable a user to select the desired view(s).
31Screen Layout
- Use vertical and horizontal grid lines to outline
the framework for organisation.
Outline for the Save as dialog box. Final
design of the Save as dialog box.
32Clarity
- Graphics used should be carefully chosen to
minimize ambiguity.
Use commonly recognized graphics. The background
of the users may affect the selection.
33Distinctiveness
- Too much or too little can damage a design.
- Design must be simple and communicate the
message. - Complexity to achieve distinctiveness leads to
confusion.
Welcome
34Color in GUI design
- Color is an important means of achieving
communication in a GUI design. -
- Color has a powerful communication capability.
-
- Color should be used to impart information,
- not just for decoration.
- For example
- Red' is used as a warning message for any
destructive operation (eg. deleting files).
35Objectives in using color
- Draw the users attention to important
information. - Portray objects in a more natural manner.
- Give graphics a dynamic dimension.
- Contribute to an accurate interpretation.
- Provide an additional coding capability.
- Make information more presentable.
- Enable the user to organize material into
hierarchies or structures.
36Problems when using color
- Color can create confusion
- More expensive hardware is needed.
- Lose effectiveness with color-deficient users.
- Cause visual discomfort and after-image.
- Bias user action.
37Color design principles
- Good use of color is difficult for several
reasons - Environment (light, space, ...)
- Size, shape, and location of objects influence
how their color is perceived. - Physiological and cultural influences.
38Color design principles
- 1. Color organisation
- Particular groups should be assigned specific
colors. - Color assignments must be consistent from screen
to screen and from system to system. - Use background colors is especially effective in
achieving organisation. - For example, Microsoft Corp. use the same color
background as a default to all their software
products.
39Color design principles
- 2. Color economy
- Use a maximum of from three to seven colors where
the user has to remember the meaning of each
color. - First design the screen for black and white then
add color.
40Color design principles
- 3. Color communication
- Sensitivity to colors varies across the field of
vision. -
- Viewers are more sensitive to color in the center
the field of vision than on the periphery. - use bright colors such as red and green in the
center of the screen - display and color such as blue, black, white and
yellow near the edges. - Older users need brighter colors and blues are
difficult to discern.
41Color design principles
- Consider the viewing environment.
-
- For a dark environment
- Use white, yellow, or red for text, lines, and
shapes. - Use blue, green or dark gray for background.
- For a bright environment
- Use blue or black for text, lines, and shapes.
- Use magenta, blue, white, or light yellow for
background.
42Color design principles
- Some combinations of certain color can cause
irritation and produce after-image. - Avoid strong combinations of
- red and blue,
- red and green,
- blue and yellow, and
- green and blue.
- Allow users to select their own choice of color
combinations.