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Located: research topics > human
interaction
The importance of GUI principles in web design
Author: Bruce
Tognazzini (1998)
Abstract: Tognazzini makes comparisons between graphical
user interfaces and web interfaces - and suggests GUI basic design
principles are as important on the web as anywhere.
Principles of GUI
environments and design are as important on the Web as anywhere
else in fact possibly more. Effective interfaces instil a
sense of control, do not concern users with how they work, and perform
a maximum of work for minimal input. Anticipate the users' wants
and needs.
Autonomy: users need
some boundaries, but not a complete lack of boundaries the
concept of an explorable environment, but not hazardous. Status
mechanisms are important in achieving this, and should be visible
but subtle (uses the example of
a Macintosh trash can which looks full with only one item
in it thereby urging users to empty it immediately thereby
negating its value as an undo tool). This
concept has synergies with Fleming's concept of navigation providing
feedback.
Consistency levels:
ordered from those requiring the most consistency, to those requiring
the least: Paradoxically, many people
assume that the order of items one to five should be exactly the
reverse. They only way to ascertain user expectation is to do user
testing.
1.Interpretation of
user behaviour, e. g., shortcut keys maintain their meanings.
2.Invisible structures
(dragging sides of windows etc)
3.Small visible structures
(scroll bars, commonly used devices)
4.The overall "look"
of a single application or service--splash screens, design elements.
5.A suite of products.
6.In-house consistency.
7.Platform-consistency.
This
is a very important theory (related again to Nielsen principles).
The idea of levels of consistency, and in fact inconsistency, is
a key theory.
Don't
trap users into a single path, but offer them a line of least resistance.
This concept allows users who just want to get the job done the
quickest possible path through, but also enables those who want
to explore to be able to, thereby catering for different desires.
Offer users stable
perceptual clues for a sense of home, giving them dependable landmarks.
Navigation falls into category.
Always allow a way
out, but make it easier for people to stay in. If you are working
with complex transactions using a standard web browser, turn off
the menu bar and all of the other irrelevant options. Allow people
to undo. Both Lynch and Fleming
talk about the importance of giving people clear pathways, and the
ability to retreat. The idea of undoes may be important in filling
forms, shopping, or completing tasks which require several steps.
Compensate
for latency (wait time) with feedback. Engaging text messages,
system feedback and traps for multiple clicks are important.
Learnability: ideally
all products would have no learning curve, but in practice, all
applications will have a learning curve. The idea is to limit it.
Norman's concurs with this concept,
that a product is generally created to be used, not learned. This
concept goes part way to answering questions on introducing new
or better tools or concepts.
Most
users will not build elaborate mental maps of invisible navigation.
Navigation must be reduced to a minimum, that which is left should
be clear and natural. Present the illusion that users are in the
same place, with content and work brought to them. This
is a key concept it says users should have a sense of static,
and would tend to support the principle of linearity in navigation.
I'm not sure how it fits with the earlier point of allowing users
to explore.
 
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