(based on Shneiderman chapter 11)
[
lecture notes | CSC 397 | Pete Sanderson | Computer Science | SMSU ]Table of Contents
Balancing Function and Fashion
Use of Color
Display Layout and Design
Error Messages
Anthropomorphism
Resources
Chapter 11 of Designing the User Interface Third Edition, by Ben Shneiderman.
Balancing Function and Fashion
This is Shneiderman subtitle for the chapter
If one is sacrificed to the other, most users will reduce or discontinue use of the system.
User perception of the system is important
Presentation styles are developed with the balance in mind
Several dimensions of presentation style are discussed
Color serves many purposes:
Here are a few color guidelines from Shneiderman (p. 398-402)
Design in black and white. Layout, not color, should be first consideration. Use white space or lines to group and separate groups. Consider highlighting text in bold or italics.
Use color to differentiate items in dense layout. Or to allow greater density. Balance with desire to design in monochrome.
Color scheme should support task. If task OA have associated colors, corresponding interface OA should have same colors.
Be aware of traditional/cultural meanings associated with colors. Balance with coloring to support task.
Use dynamic color changes to support dynamic status changes. Depends on task, but will draw user attention to the status change.
Color scheme should be applied consistently. Otherwise, information may be misinterpreted (e.g. nonrelated items encoded in same color may be mistakenly grouped by user).
Limit number of colors to four in a display and seven in an application.
Consider user eyesight deficiencies. Consider colorblind users, and avoid color pairings that are incompatible in anyone's vision (too close or too far apart on color spectrum -- red and blue are far apart; it is difficult to focus on both at once).
Allow user control over coloring. Provide alternative schemes with easy selection mechanism.
The textbook web page for Chapter 11 provides many links to color usage guidelines.
Complex but important endeavor, since this is a key factor for UI and system success
There are benefits to performance and error rates:
Effective display design requires combination of:
Most important overall guideline: design primarily for task, secondarily for real estate.
Style should be: (in alphabetical order)
Different displays for different types of user, even with same system, may be most effective. (e.g. expert users deal with information-dense displays much better than novices)
Some common guidelines for display design:
It is possible to define and measure layout metrics.
Tullis study develops 4 task-independent metrics for character displays:
Example of a task-dependent metric: layout appropriateness
Frank and Ernest express the popular perception of error message design.
A new era in error message design? Haiku error messages
Reduce need for error messages through good design
Consider novice users, when designing error messages
Poorly designed error messages lead to:
Software development process can address messages:
Shneiderman guidelines for error message design:
Designing computer responses to appear as if they were coming from a human.
Recommended only for design of children's game and educational software
Reasons for non-anthropomorphic UI:
Many studies conducted.
Example: Shneiderman-directed study
Example:
The word "you" can be used at least when user first begins session (especially for guidance). May change to impersonal thereafter.
[
lecture notes | CSC 397 | Pete Sanderson | Computer Science | SMSU ]Last reviewed: 23 November 1998
Peter Sanderson ( pete@csc.smsu.edu )