GUI Design Principles


      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
      • Functions
      • Metaphors
      • 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.

      9. Efficiency

      • 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

      12. Forgiveness

      • 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
      • Visual
      • Textual
      • Auditory

      16. Simplicity

      • 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

      17. Transparency

      • 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.

      18. Trade-offs

      • 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

      • 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. 
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      Last modified on 20 September 2011, at 12:27