User Interface Design
User Interface Design
Designing effective interfaces
for software systems
Objectives
To suggest some general design principles for
user interface design
To explain different interaction styles
To introduce styles of information presentation
To describe the user support which should be
built-in to user interfaces
To introduce usability attributes and system
approaches to system evaluation
Topics covered
User interface design principles
User interaction
Information presentation
User support
Interface evaluation
The user interface
System users often judge a system by its
interface rather than its functionality
A poorly designed interface can cause a user to
make catastrophic errors
Poor user interface design is the reason why so
many software systems are never used
Graphical user interfaces
Most users of business systems interact with these
systems through graphical interfaces although, in
some cases, legacy text-based interfaces are still
used
GUI characteristics
Characteristic Description
Windows Multiple windows allow different information to be
displayed simultaneously on the user’s screen.
Icons Icons different types of information. On some systems,
icons represent files; on others, icons represent
processes.
Menus Commands are selected from a menu rather than typed
in a command language.
Pointing A pointing device such as a mouse is used for selecting
choices from a menu or indicating items of interest in a
window.
Graphics Graphical elements can be mixed with text on the same
display.
GUI advantages
They are easy to learn and use.
• Users without experience can learn to use the system
quickly.
The user may switch quickly from one task to
another and can interact with several different
applications.
• Information remains visible in its own window when
attention is switched.
Fast, full-screen interaction is possible with
immediate access to anywhere on the screen
User-centred design
The aim of this chapter is to sensitise software
engineers to key issues underlying the design
rather than the implementation of user interfaces
User-centred design is an approach to UI design
where the needs of the user are paramount and
where the user is involved in the design process
UI design always involves the development of
prototype interfaces
User interface design process
Produce
Design Evaluate design
dynamic design
prototype with end-users
prototype
Executable Implement
prototype final user
interface
UI design principles
UI design must take account of the needs,
experience and capabilities of the system users
Designers should be aware of people’s physical
and mental limitations (e.g. limited short-term
memory) and should recognise that people make
mistakes
UI design principles underlie interface designs
although not all principles are applicable to all
designs
User interface design principles
Principle Description
User familiarity The interface should use terms and concepts which are
drawn from the experience of the people who will
make most use of the system.
Consistency The interface should be consistent in that, wherever
possible, comparable operations should be activated in
the same way.
Minimal surprise Users should never be surprised by the behaviour of a
system.
Recoverability The interface should include mechanisms to allow
users to recover from errors.
User guidance The interface should provide meaningful feedback
when errors occur and provide context-sensitive user
help facilities.
User diversity The interface should provide appropriate interaction
facilities for different types of system user.
Design principles
User familiarity
• The interface should be based on user-oriented
terms and concepts rather than computer concepts. For example, an
office system should use concepts such as letters, documents, folders
etc. rather than directories, file identifiers, etc.
Consistency
• The system should display an appropriate level
of consistency. Commands and menus should have the same format,
command punctuation should be similar, etc.
Minimal surprise
• If a command operates in a known way, the user should be
able to predict the operation of comparable commands
Design principles
Recoverability
• The system should provide some resilience to
user errors and allow the user to recover from errors. This might
include an undo facility, confirmation of destructive actions, 'soft'
deletes, etc.
User guidance
• Some user guidance such as help systems, on-line manuals, etc.
should be supplied
User diversity
• Interaction facilities for different types of user should be supported.
For example, some users have seeing difficulties and so larger text
should be available
User-system interaction
Two problems must be addressed in interactive
systems design
• How should information from the user be provided to the
computer system?
• How should information from the computer system be
presented to the user?
User interaction and information presentation
may be integrated through a coherent framework
such as a user interface metaphor
Interaction styles
Direct manipulation
Menu selection
Form fill-in
Command language
Natural language
Interaction Main Main Application
style advantages disadvantages examples
Direct Fast and intuitive May be hard to Video games
manipulatio interaction implement CAD systems
n Easy to learn Only suitable where
there is a visual
metaphor for tasks
and objects
Menu Avoids user Slow for Most general-
selection error experienced users purpose systems
Little typing Can become
required complex if many
menu options
Form fill-in Simple data Takes up a lot of Stock control,
entry screen space Personal loan
Easy to learn processing
Command Powerful and Hard to learn Operating systems,
language flexible Poor error Library
management information
retrieval systems
Natural Accessible to Requires more Timetable systems
language casual users typing WWW
Easily extended Natural language information Advantages and
understanding retrieval systems
systems are disadvantages
unreliable
Direct manipulation advantages
Users feel in control of the computer and are less
likely to be intimidated by it
User learning time is relatively short
Users get immediate feedback on their actions
so mistakes can be quickly detected and
corrected
Direct manipulation problems
The derivation of an appropriate information
space model can be very difficult
Given that users have a large information
space, what facilities for navigating around that
space should be provided?
Direct manipulation interfaces can be complex to
program and make heavy demands on the
computer system
Control panel interface
Method JSD
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status
Command interfaces
User types commands to give instructions to the
system e.g. UNIX
May be implemented using cheap terminals.
Easy to process using compiler techniques
Commands of arbitrary complexity can be
created by command combination
Concise interfaces requiring minimal typing can
be created
Problems with command interfaces
Users have to learn and remember a command
language. Command interfaces are therefore
unsuitable for occasional users
Users make errors in command. An error
detection and recovery system is required
System interaction is through a keyboard so
typing ability is required
Command languages
Often preferred by experienced users because
they allow for faster interaction with the system
Not suitable for casual or inexperienced users
May be provided as an alternative to menu
commands (keyboard shortcuts). In some cases, a
command language interface and a menu-based
interface are supported at the same time
Natural language interfaces
The user types a command in a natural language.
Generally, the vocabulary is limited and these
systems are confined to specific application
domains (e.g. timetable enquiries)
NL processing technology is now good enough to
make these interfaces effective for casual users
but experienced users find that they require too
much typing
Multiple user interfaces
Command
Gr aphical user
language
interface
interface
Command
GUI
language
manager
interpreter
Operating system
Information presentation
Information presentation is concerned with
presenting system information to system users
The information may be presented directly (e.g.
text in a word processor) or may be transformed
in some way for presentation (e.g. in some
graphical form)
The Model-View-Controller approach is a way of
supporting multiple presentations of data
Information presentation
Information to Presentation
be displayed software
Display
Model-view-controller
Model queries
and updates Model edits
Model state
Model methods
Information presentation
Static information
• Initialised at the beginning of a session. It does not change
during the session
• May be either numeric or textual
Dynamic information
• Changes during a session and the changes must be
communicated to the system user
• May be either numeric or textual
Information display factors
Is the user interested in precise information or
data relationships?
How quickly do information values change?
Must the change be indicated immediately?
Must the user take some action in response to
a change?
Is there a direct manipulation interface?
Is the information textual or numeric? Are
relative values important?
Alternative information presentations
Jan Feb Mar April May June
2842 2851 3164 2789 1273 2835
4000
3000
2000
1000
0
Jan Feb Mar April May June
Analogue vs. digital presentation
Digital presentation
• Compact - takes up little screen space
• Precise values can be communicated
Analogue presentation
• Easier to get an 'at a glance' impression of a value
• Possible to show relative values
• Easier to see exceptional data values
Dynamic information display
1
0 10 20
4 2
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OK Cancel
Data visualisation
Concerned with techniques for displaying large
amounts of information
Visualisation can reveal relationships between entities
and trends in the data
Possible data visualisations are:
• Weather information collected from a number of sources
• The state of a telephone network as a linked set of nodes
• Chemical plant visualised by showing pressures and temperatures in a
linked set of tanks and pipes
• A model of a molecule displayed in 3 dimensions
• Web pages displayed as a hyperbolic tree
Colour displays
Colour adds an extra dimension to an interface
and can help the user understand complex
information structures
Can be used to highlight exceptional events
Common mistakes in the use of colour in
interface design include:
• The use of colour to communicate meaning
• Over-use of colour in the display
Colour use guidelines
Don't use too many colours
Use colour coding to support use tasks
Allow users to control colour coding
Design for monochrome then add colour
Use colour coding consistently
Avoid colour pairings which clash
Use colour change to show status change
Be aware that colour displays are usually lower
resolution
User support
User guidance covers all system facilities to
support users including on-line help, error
messages, manuals etc.
The user guidance system should be integrated
with the user interface to help users when they
need information about the system or when they
make some kind of error
The help and message system should, if possible,
be integrated
Help and message system
Application
Message
presentation
system
Bates, J.
OK Cancel
System and user-oriented error messages
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Error #27 Patient J. Bates is not registered
Invalid patient id entered Clic
k on P
atientsorf a list of registered patients
Clic
k on Retr
y to re-input a patient name
Clic
k on Helporf more inf
ormation
OK Cancel
Patients Help Retry Cancel
Help system design
Help? means ‘help I want information”
Help! means “HELP. I'm in trouble”
Both of these requirements have to be taken
into account in help system design
Different facilities in the help system may be
required
Help information
Should not simply be an on-line manual
Screens or windows don't map well onto paper
pages.
The dynamic characteristics of the display can
improve information presentation.
People are not so good at reading screen as
they are text.
Help system use
Multiple entry points should be provided so that
the user can get into the help system from
different places.
Some indication of where the user is positioned
in the help system is valuable.
Facilities should be provided to allow the user
to navigate and traverse the help system.
Entry points to a help system
Top-level
entry
Entry from
application
Help history
1. Mail
2. Send mail
3. Read mail
4. Redirection
User documentation
As well as on-line information, paper
documentation should be supplied with a system
Documentation should be designed for a range of
users from inexperienced to experienced
As well as manuals, other easy-to-use
documentation such as a quick reference card
may be provided
User document types