The document discusses different types of design rules for improving software usability: principles, standards, and guidelines. Principles are abstract rules with high generality but low authority, while standards are specific rules set by organizations with high authority for a limited scope. Guidelines are more suggestive with varying specificity and authority. The document provides examples of principles for learnability, flexibility, and robustness, and discusses how standards and guidelines are developed and applied.
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Lesson 5 Design Rules
The document discusses different types of design rules for improving software usability: principles, standards, and guidelines. Principles are abstract rules with high generality but low authority, while standards are specific rules set by organizations with high authority for a limited scope. Guidelines are more suggestive with varying specificity and authority. The document provides examples of principles for learnability, flexibility, and robustness, and discusses how standards and guidelines are developed and applied.
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D E SI G N R U LE S
LESSON 5 DESIGN RULES are rules a designer can follow in order to increase the usability of the eventual software product.
We can classify these rules along two dimensions:
• Authority • Generality Authority we mean an indication of whether or not the rule must be followed in design or whether it is only suggested. Generality we mean whether the rule can be applied to many design situations or whether it is focused on a more limited application situation. We will consider a number of different types of design rules.
• Principles are abstract design rules, with high
generality and low authority. • Standards are specific design rules, high in authority and limited in application • Guidelines tend to be lower in authority and more general in application. PRINCIPLES The most abstract design rules are general principles, which can be applied to the design of an interactive system in order to promote its usability. The principles we present are first divided into three main categories:
• Learnability – the ease with which new users can begin
effective interaction and achieve maximal performance. • Flexibility – the multiplicity of ways in which the user and system exchange information. • Robustness – the level of support provided to the user in determining successful achievement and assessment of goals. We will subdivide these main categories into more specific principles that support them. In most cases, we are able to situate these more specific principles within a single category, but we have made explicit those cases when a principle falls into two of the above categories. PRINCIPLES THAT SUPPORT LEARNABILITY 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. SYNTHESIZABILITY Support for the user to assess the effect of past operations on the current state. FAMILIARITY 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. GENERALIZABILITY Support for the user to extend knowledge of specific interaction within and across applications to other similar situations. CONSISTENCY Likeness in input–output behavior arising from similar situations or similar task objectives PRINCIPLES THAT SUPPORT FLEXIBILITY DIALOG INITIATIVE Allowing the user freedom from artificial constraints on the input dialog imposed by the system MULTI-THREADING Ability of the system to support user interaction pertaining to more than one task at a time TASK MIGRATABILITY The ability to pass control for the execution of a given task so that it becomes either internalized by the user or the system or shared between them SUBSTITUTIVITY The ability to pass control for the execution of a given task so that it becomes either internalized by the user or the system or shared between them CUSTOMIZABILITY Modifiability of the user interface by the user or the system PRINCIPLES THAT SUPPORT ROBUSTNES OBSERVABILITY Allows the user to evaluate the internal state of the system by means of its perceivable representation at the interface.
Observability can be discussed through five other
principles: browsability, defaults, reachability, persistence and operation visibility. Browsability allows the user to explore the current internal state of the system via the limited view provided at the interface. The availability of defaults can assist the user by passive recall (for example, a suggested response to a question can be recognized as correct instead of recalled). Reachability refers to the possibility of navigation through the observable system states. Persistence deals with the duration of the effect of a communication act and the ability of the user to make use of that effect. Operation visibility refers to how the user is shown the availability of operations that can be performed next. RECOVERABILITY is the ability to reach a desired goal after recognition of some error in a previous interaction. There are two directions in which recovery can occur, forward or backward. Forward error recovery involves the acceptance of the current state and negotiation from that state towards the desired state. Backward error recovery is an attempt to undo the effects of previous interaction in order to return to a prior state before proceeding. RESPONSIVENESS measures the rate of communication between the system and the user.
Response time stability covers the invariance of the
duration for identical or similar computational resources. TASK CONFORMANCE degree to which system services support all of the user's tasks Task completeness addresses the coverage issue Task adequacy addresses the user’s understanding of the tasks STANDARDS Standards for interactive system design are usually set by national or international bodies to ensure compliance with a set of design rules by a large community. Underlying theory Standards for hardware are based on an understanding of physiology or ergonomics/human factors, the results of which are relatively well known, fixed and readily adaptable to design of the hardware. Change Hardware is more difficult and expensive to change than software, which is usually designed to be very flexible. GUIDELINES Standards for interactive system design are usually set by national or international bodies to ensure compliance with a set of design rules by a large community. • more suggestive and general • many textbooks and reports full of guidelines • abstract guidelines (principles) applicable during early life cycle activities • detailed guidelines (style guides) applicable during later life cycle activities • understanding justification for guidelines aids in resolving conflicts 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 Shneiderman’s 8 Golden Rules Norman’s 7 Principles Shneiderman’s Eight Golden Rules of Interface Design 1. Strive for consistency in action sequences, layout, terminology, command use and so on. 2. Enable frequent users to use shortcuts, such as abbreviations, special key sequences and macros, to perform regular, familiar actions more quickly. 3. Offer informative feedback for every user action, at a level appropriate to the magnitude of the action. 4. Design dialogs to yield closure so that the user knows when they have completed a task. 5. Offer error prevention and simple error handling so that, ideally, users are prevented from making mistakes and, if they do, they are offered clear and informative instructions to enable them to recover. 6. Permit easy reversal of actions in order to relieve anxiety and encourage exploration, since the user knows that he can always return to the previous state. 7. Support internal locus of control so that the user is in control of the system, which responds to his actions. 8. Reduce short-term memory load by keeping displays simple, consolidating multiple page displays and providing time for learning action sequences. 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. END