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02-Principles of UI Design

The document discusses various principles of user interface design. It covers interaction styles like command line, menu selection, form fill-in, direct manipulation, and anthropomorphic interfaces. It also outlines over 20 principles for designing intuitive and usable interfaces, including consistency, directness, forgiveness, obviousness, predictability, and simplicity. The principles are meant to help create interfaces that are easy to use, learn, and understand for all people.

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0% found this document useful (0 votes)
280 views

02-Principles of UI Design

The document discusses various principles of user interface design. It covers interaction styles like command line, menu selection, form fill-in, direct manipulation, and anthropomorphic interfaces. It also outlines over 20 principles for designing intuitive and usable interfaces, including consistency, directness, forgiveness, obviousness, predictability, and simplicity. The principles are meant to help create interfaces that are easy to use, learn, and understand for all people.

Uploaded by

guntur_pk
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

PRINCIPLES

OF
UI DESIGN

11/9/2010 1
MENU KITA HARI INI :

INTERACTION
STYLE

Principles of UI Design

11/9/2010 2
INTERACTION STYLE

An interaction style is simply the method, or methods, by


which the user and a computer system communicate with
one another

Beberapa jenis Interaction Style :

 Command line
 Menu Selection
 Form Fill in
 Direct Manipulation
 Anthropomorphic

11/9/2010 3
COMMAND LINE
 Merupakan interaction style paling awal dari teknologi komputer
 Powerfull for Advanced user
 Complex Syntax
 “Low error tolerant” sehingga bisa menyebabkan user frustasi

11/9/2010 4
MENU SELECTION

UI yang tetap menjadi trend Membantu bagi infrequent user

Memperkuat kemampuan Label Menu harus dimengerti dan


Pengenalan terhadap sistem memiliki arti yang jelas

11/9/2010 5
FORM FILL IN

Sangat berguna untuk mengambil


Informasi

Membutuhkan typing skill yang tinggi

Familiar dengan paper form di dunia


nyata

11/9/2010 6
DIRECT MANIPULATION

Memungkinkan User berinteraksi secara


langsung bahkan memanipulasi objek
yang tampil di layar

11/9/2010 7
ANTHROPOMORPHIC

An Anthropomorphic interface tries to interact with people the same


way people interact with each other. This include spoken natural
language dialogues, hand gestures, facial expression and eye
movements.

11/9/2010 8
Principles
Of
UI Design

11/9/2010 9
1

Systems should be
designed to be usable,
without modification, by
as many people as
possible.

11/9/2010 10
Aesthetically Pleasing 2
■ 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 color and graphics effectively and simply.

11/9/2010 11
Availability 3

■ Make all objects


available at all
times.

■ Avoid the use of


modes.

11/9/2010 12
Clarity
4
The interface should be visually, conceptually,
and linguistically clear including:
- Visual elements
- Functions
- Metaphors
- Words and text

11/9/2010 13
Compatibility 5
■ Provide compatibility with the following:
-The user
-The task and job
-The product
■ Adopt the user’s perspective.

11/9/2010 14
Configurability
6
■ Permit easy
personalization,
configuration, and
reconfiguration of
settings to do the
following:
- Enhance a sense of
control.
- Encourage an active
role in understanding.

11/9/2010 15
Consistency
7

• A system should look, act, and


operate the same throughout
similar components
-Have a similar look.
-Have similar uses.
-Operate similarly.
• The same action should always
yield the same result.
• The function of elements should
not change.
• The position of standard
elements should not change.

11/9/2010 16
Control 8
 The user must control the interaction. Actions should result from
 explicit user requests.
 performed quickly.
 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 because 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.

11/9/2010 17
Directness
9
■ Provide direct ways to accomplish tasks.
- Available alternatives should be visible.
- The effect of actions on objects should be visible.

11/9/2010 18
Efficiency
10
■ 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.

11/9/2010 19
Familiarity
11

■ 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.

11/9/2010 20
Flexibility
12

■ A system must be sensitive to the differing


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.

11/9/2010 21
Forgiveness
13

■ Tolerate and forgive common & unavoidable


human errors.
■ Prevent errors from occurring whenever
possible.
■ Protect against possible catastrophic errors.
■ Provide constructive messages when an
error does occur.

11/9/2010 22
Immersion 14

■ Foster
immersion
within
tasks.

11/9/2010 23
Obviousness
15
■ A system should be easily learned and understood.
A user should know the following:
- What to look at
- What it is
- What to do
- When to do it
- Where to do it
- Why to do it
- How to do it
■ The flow of actions, responses, visual presentations,
and information should be in a sensible order that is
easy to recollect and place in context.
11/9/2010 24
16
Operability
■ Ensure that a system’s design can be used
by everyone, regardless of physical
abilities.

Perceptibility 17
■ Assure that a system’s design can be
perceived, regardless of a person’s
sensory abilities.

11/9/2010 25
Predictability
18
■ The user should be able to anticipate the
natural progression of each task.
- Provide distinct and recognizable screen
elements.
- Provide cues to the result of an action to
be performed.
■ Do not bundle or combine actions.
■ All expectations should be fulfilled uniformly
and completely.

11/9/2010 26
Recovery
19
■ 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.
- Hardware, software, or communication
problems.
11/9/2010 27
20
Responsiveness

■ The system must rapidly respond to the


user’s requests.

■ Provide immediate acknowledgment for all


user actions:
- Visual.
- Textual.
- Auditory.

11/9/2010 28
Safety
21

■ Protect the user from making mistakes.


- Provide visual cues, reminders, lists of
choices, and other aids either
automatically or upon request.

11/9/2010 29
Simplicity
22
■ Provide as simple an interface as possible.
■ Ways to provide simplicity:
- Use progressive disclosure, hiding things until they are
needed.
• Present common and necessary functions first.
• Prominently feature important functions.
• Hide more sophisticated & less frequently used
functions.
- Provide an obvious visual hierarchy.
- Provide defaults.
- Minimize screen alignment points.
- Make common actions simple at the expense of
uncommon actions being made harder.
- Provide uniformity and consistency.
- Eliminate unnecessary elements.
11/9/2010 30
Transparency
23

■ Permit the user to focus on the task or job,


without concern for the mechanics of the
interface.
- Workings & reminders of workings inside
the computer should be invisible to the
user.

11/9/2010 31
24
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.

11/9/2010 32
Visibility
25

■ A system’s status and methods of use must be


clearly visible.

■ Improve visibility through:


- Hierarchical organization.
- Context sensitivity.

11/9/2010 33
Positive First Impression

 Minimal barriers

Points of prospect

Progressive lures

11/9/2010 34
Tugas kecil di akhir pertemuan ini

Dalam kelompok (@3-5 orang),


1. Pilih sebuah website (no porno, no SARA)
2. Analisis website tersebut berdasarkan prinsip2 desain UI
yang dipelajari pada pertemuan-2 (prinsip mana yang
diterapkan, prinsip mana yang dikorbankan)
3. Jelaskan kelebihan, kekurangan, dan berikan masukan
perbaikan untuk website tersebut
4. Daftar anggota kelompok dan website yang dianalisis,
ditampilkan pada blog sebelum pertemuan berikutnya
dilaksanakan.
5. Kirimkan alamat blog dan anggota kelompok ke email:

11/9/2010 35

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