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Principles of Graphic
Interface Design

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The Principles
| Clustering | | Visibility Reflects Usefulness | | Intelligent Consistency |
| Color As a Supplement | | Reduced Clutter |

The Reasons Why
| Geometr
y and Movement | | Memory | | Problem-Solving |
| Attention | | Convention | | Diversity |

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The graphic design of an interface involves decisions about issues such as where to put things on the screen, what size and font if type to use, and what colors will work best. For these questions as for other, more substantive design issues, intelligent borrowing should be your first approach. But that often leaves you with a lot of decisions still to be made. Here are a few principles of graphic design that will not only make your interface more attractive, but will also make it more usable. Each principle is accompanied by a description of WHY it's important, so you'll be able to consider the tradeoffs when there's a conflict between two principles or between a design principle and a borrowed technique.

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The Principles

Clustering

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Organize the screen into visually separate blocks of similar controls, preferably with a title for each block

"Controls," as we use the word here, include menus, dialog boxes, on-screen buttons, and any other graphic element that allows the user to interact with the computer. Modern WIMP (Windows-Icons- Menus-Pointer) systems are a natural expression of the Clustering Principle. Similar commands should be on the same menu, which places them in close proximity visually and gives them a single title. Large numbers of commands related to a given area of functionality may also show up in a dialog box, again a visually defined block.
But the same principle should apply if you are designing a special control screen with many buttons or displays visible, perhaps a touch-screen interface. The buttons for a given function should be grouped together, then visually delineated by color, or a bounding box, or surrounding space ("white space"). The principle should also be applied within WIMP systems when you design a dialog box: If there is a subgroup of related functions, put them together in the box.
There are two important reasons for the clustering principle. First, it helps users search for the command they need. If you're looking for the "Print setup" menu, it's easier to find if it's in a box or menu with the label "Printer" then if it's one of hundreds of command buttons randomly distributed on the top of the screen. Second, grouping commands together helps the user acquire a conceptual organization for facts about the program. It's useful to know, for example, that Bold, Italic, and Outline are all one kind of font modification, while Times Roman, Palatino, and Courier are another kind. (That distinction, common to most PC-based word processors, doesn't hold for many typesetting systems, where users have to acquire a different conceptual organization.)

Visibility Reflects Usefulness

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Make frequently used controls obvious, visible, and easy to access; conversely, hide or shrink controls
that are used less often

This is a principle that WIMP systems implement with dialog boxes and, in many recent systems, with "toolbars" of icons for frequently used functions. The reasoning behind this principle is that users can quickly search a small set of controls, and if that set contains the most frequently used items, they'll be able to find and use those controls quickly. A more extended search, through dialog boxes, for example, is justified for controls that are used infrequently.

Intelligent Consistency

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Use similar screens
for similar functions

This is similar to intelligent borrowing, but in this case you're borrowing from one part of your design and applying it to another part. The reasoning should be obvious: Once users learn where the controls are on one screen (the "Help" button, for example), they should be able to apply that knowledge to other screens within the same system.
This approach lets you make a concentrated effort to design just a few attractive, workable screens, then modify those slightly for use in other parts of the application.
Be careful to use consistency in a meaningful way, however. Screens shouldn't look alike if they actually do significantly different things. A critical error warning in a real-time system should produce a display that's very different from a help screen or an informational message.

Color As a Supplement

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Don't rely on color to carry information; use it sparingly to emphasize information provided through other means

Color is much easier to misuse than to use well. Different colors mean different things to different people, and that relationship varies greatly from culture to culture. Red, for example, means danger in the U.S., death in Egypt, and life in India. An additional problem is that some users can't distinguish colors: about 7 percent of all adults have some form of color vision deficiency
A good principle for most interfaces is to design them in black and white, make sure they are workable, then add minimal color to the final design. Color is certainly useful when a warning or informational message needs to stand out, but be sure to provide additional cues to users who can't perceive the color change.
Unless you're an experienced graphic designer, minimal color is also the best design principle for producing an attractive interface. Try to stick with grays for most of the system, with a small amount of bright color in a logo or a label field to distinguish your product. Remember that many users can -- and frequently do -- revise the color of their windows, highlighting, and other system parameters. Build a product that will work with that user input, not one that fights it.

Reduced Clutter

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Don't put too much
on the screen

This loosely defined principle is a good checkpoint to confirm that your design reflects the other principles listed above. If only the most highly used controls are visible, and if controls are grouped into a small number of visual clusters, and if you've used minimal color, then the screen should be graphically attractive.
This is also a good principle to apply for issues that we haven't dealt with specifically. Type size and font, for example: the Reduced Clutter Principle would suggest that one or two type styles are sufficient. Don't try to distinguish each menu by its own font, or work with a large range of sizes. Users typically won't notice the distinction, but they will notice the clutter.

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The Reasons Why

Analyzing the why's of interface features is complicated and detailed, as the example showed. But it's possible to identify some broad kinds of arguments that crop up often.


Geometry and Movement

oball.gif (924 bytes) small targets are harder (and slower) to hit with a mouse than big targets
oball.gif (924 bytes) long mouse movements are slower than short ones
oball.gif (924 bytes) icons pack differently from text strings
oball.gif (924 bytes) more keystrokes take longer to type
oball.gif (924 bytes) switching between mouse and keyboard is slow

Memory

oball.gif (924 bytes) it is easier to recognize something when you see it (for example on a menu) than it is to recall it from scratch (for example in typing in a command)
oball.gif (924 bytes) it is hard to remember much information from one step in a process to another (so, for example, having help information available at the same time as the user carries out an operation is a good idea)
oball.gif (924 bytes) information that is used together should be presented together
oball.gif (924 bytes) the interface should present key information, such as the current mode, rather than requiring the user to remember it

Problem-Solving

oball.gif (924 bytes) interface features should help the user to select operations that are relevant to their goals, by labeling the operations in ways that match the way the user thinks about his or her task
oball.gif (924 bytes) the user needs to know what an operation has actually done (the approach of saying nothing unless something goes wrong is useless if you are a learner and do not already know what the commands do)
oball.gif (924 bytes) users will make mistakes, especially if they are exploring options, so give them a way to back out

Attention

oball.gif (924 bytes) information presented with a big change in the display is more likely to be read
oball.gif (924 bytes) information presented close to where the user is looking is more likely to be read
oball.gif (924 bytes) auditory signals cannot be ignored as easily as visual signals (this is a two-edged sword; sometimes you want to be able to ignore things)

Convention

If you do things the way your users are familiar with, they will be happier; conventional ways of using features have stood the test of time, but any innovation you make has not and thus may suffer from hard-to-anticipate problems.

Diversity

Different users have different preferences for interaction styles, and some users have physical limitations that make it difficult or impossible to use certain features. A blind user, for example, can work with textual menus using a device that translates on-screen text to audible speech, but graphical icons can't be translated by the device. A person with impaired motor control may be able to type but may not have the fine hand control needed to use the mouse, while a person with the use of only one hand might have problems with two-key combinations and prefer the mouse and pull-down menus. For all of these users, providing more than one access to a function may be essential.
All of these statements are abstract. It can be hard to see how or whether they apply to a given design problem without some experience in applying them. Spend some time looking at a good interface and seeing if you can make sense of its features in terms of these ideas.

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from Chapter 3 of
Task-Centered User Interface Design
A Practical Introduction
by Clayton Lewis and John Rieman

ftp://ftp.cs.colorado.edu/pub/cs/distribs/clewis/HCI-Design-Book/README
Copyright 1994: please see "shareware notice" at front of text

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