02-Principles of UI Design
02-Principles of UI Design
OF
UI DESIGN
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MENU KITA HARI INI :
INTERACTION
STYLE
Principles of UI Design
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INTERACTION STYLE
Command line
Menu Selection
Form Fill in
Direct Manipulation
Anthropomorphic
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COMMAND LINE
Merupakan interaction style paling awal dari teknologi komputer
Powerfull for Advanced user
Complex Syntax
“Low error tolerant” sehingga bisa menyebabkan user frustasi
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MENU SELECTION
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FORM FILL IN
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DIRECT MANIPULATION
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ANTHROPOMORPHIC
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Principles
Of
UI Design
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1
Systems should be
designed to be usable,
without modification, by
as many people as
possible.
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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.
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Availability 3
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Clarity
4
The interface should be visually, conceptually,
and linguistically clear including:
- Visual elements
- Functions
- Metaphors
- Words and text
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Compatibility 5
■ Provide compatibility with the following:
-The user
-The task and job
-The product
■ Adopt the user’s perspective.
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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.
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Consistency
7
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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.
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Directness
9
■ Provide direct ways to accomplish tasks.
- Available alternatives should be visible.
- The effect of actions on objects should be visible.
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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.
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Familiarity
11
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Flexibility
12
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Forgiveness
13
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Immersion 14
■ Foster
immersion
within
tasks.
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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.
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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.
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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.
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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.
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20
Responsiveness
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Safety
21
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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.
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Transparency
23
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24
Trade-Offs
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Visibility
25
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Positive First Impression
Minimal barriers
Points of prospect
Progressive lures
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Tugas kecil di akhir pertemuan ini
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