Design Rules
Design Rules
Design rules
Design rules
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, based on the rule’s authority and generality.
Rules also vary in their level of abstraction, with some abstracting away
from the detail of the design solution and others being quite specific. We
will consider a number of different types of design rules.
Types of design rules
• principles
– abstract design rules
– low authority
– high generality
• standards
– specific design rules
– high authority
increasing generality
– Low generality
• guidelines
– specific design rules
– lower authority
increasing authority
Principles
- Principles are derived from knowledge of the psychological,
computational and sociological aspects of the problem domains and are
largely independent of the technology. They can therefore be applied
widely but are not so useful for specific design advice.e.g
-De facto & De jure de facto standards can become de jure i.e. formal,
universally agreed, subject to legislation e.g HTML (computer file format)
started as "de facto" (1993-1995) and became the "de jure" standard
(1995-present-day)-Wiki
Guidelines
- Guidelines are less abstract and often more technology oriented,
but as they are also general, it is important for a designer to know what
theoretical evidence there is to support them.e.g
- Android User Interface Guidelines
- Apple iOS Human Interface Guidelines
- Apple OS X Human Interface Guidelines
Principles to support usability
The most abstract design rules are 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 the user and system exchange information
Robustness
The level of support provided to the user in determining successful
achievement and assessment of goal-directed behaviour
Principles of learnability
It concerns the features of the interactive system that allow
novice users to understand how to use it initially and then how to
attain a maximal level of performance. Table below contains a
summary of the specific principles that support learnability.
Principles of learnability
1. Predictability
1. Determining effect of future actions based on past interaction
history
– Example, imagine we have created a complex picture using a MS
Paint. We leave the picture for a few days and then go back to
change it around a bit. We are allowed to select certain objects for
editing by positioning the mouse over the object and clicking a
mouse button to highlight it.
– Can We tell what the set of selectable objects are? Can we
determine which area of the screen belongs to which of these
objects, especially if some objects overlap? Predictability of selection
in this example depends on how much of the history of the creation
of the visual image is necessary in order for us to determine what
happens when you click on the mouse button.
– This notion of predictability deals with the user’s ability to determine
the effect of operations on the system. Another form is Operation
visibility and refers to how the user is shown the availability of
operations that can be performed next. This principle supports the
superiority in humans of recognition over recall.
Principles of learnability
2. Synthesizability
– Assessing the effect of past actions on current system state.
– When an operation changes some aspect of the internal state, it
is important that the change is seen by the user. The principle
of honesty relates to the ability of the user interface to provide
an observable and informative account of such change.
– Adaptability refers to the user’s ability to adjust the form of input and
output. This customization could be very limited, with the user only
allowed to adjust the position of soft buttons on the screen or redefine
command names.