The document discusses design principles from Don Norman's book "The Design of Everyday Things" and another book on interaction design. It outlines several important principles: visibility (can the user see what to do?), feedback (does the user know the effect of their actions?), affordance (how do controls suggest their use?), mapping (is the relationship between controls and effects clear?), constraints (are invalid actions prevented?), and consistency (is use of the design logical and predictable?). Examples of both good and poor implementations of these principles in everyday designs are provided.
The document discusses design principles from Don Norman's book "The Design of Everyday Things" and another book on interaction design. It outlines several important principles: visibility (can the user see what to do?), feedback (does the user know the effect of their actions?), affordance (how do controls suggest their use?), mapping (is the relationship between controls and effects clear?), constraints (are invalid actions prevented?), and consistency (is use of the design logical and predictable?). Examples of both good and poor implementations of these principles in everyday designs are provided.
An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
User Interface Design: Definitions, Processes and PrinciplesMoodLabs
油
An introduction to User Interface Design, often called UX / UI. Presented by David Little, User Interface Designer, DDH from King's College London Digital Humanities program.
The document contains links to various coding challenge problems on the acmicpc.net problem-solving website. Code snippets and solutions are provided for problems related to sorting points by angle, convex hull algorithms, hashing, and dynamic programming. Overall it discusses algorithms and data structures for solving online judge problems.
UI Design Principles : 20 Essential Rules for User Interface DesignMoodLabs
油
The document provides principles and guidelines for designing effective user interfaces (UIs). It discusses the importance of clarity, keeping users in control, direct manipulation, strong visual hierarchies, highlighting existing problems, and designing for use rather than hypothetical situations. The overarching goal of UI design should be enabling users to achieve their goals with minimal distraction or confusion.
The document outlines 10 key principles for designing effective user experiences: 1) Familiarity, 2) Responsiveness and Feedback, 3) Performance, 4) Intuitiveness and Efficiency, 5) Helpfulness in accomplishing real goals, 6) Delivery of relevant content, 7) Internal Consistency, 8) External Consistency, 9) Appropriateness to Context, and 10) Trustworthiness. It explains that global outsourcing and automation have led to commoditization, so the only way for companies to differentiate is through carefully crafted digital experiences that follow these 10 principles.
5. 10 General UI/UX Design Principles
1. First Principles Basic Principles (2007)
Johnson, J. (2007). GUI bloopers 2.0: common user interface design don'ts and dos. Morgan Kaufmann.
る伎 Basic UI design principles
覦 豺 る First principles螻 GUI り る襯 詩 blooper襯
る 碁 伎
2. Eight Golden Rules of Interface Design (1992)
Shneiderman, B. (1992). Designing the user interface: strategies for effective human-computer
interaction (Vol. 3). Reading, MA: Addison-Wesley.
覈れ覿 螳 覈 interface design principles
譟一 譴 谿瑚 覿覿 襭 語螻
6. 10 General UI/UX Design Principles
3. Guide-lines for User-Interfaces (1993)
Cox, K., & Walker, D. (1992). User-interface design. Prentice-Hall, Inc..
覓誤 蟆 譟一 豺れ 蠍磯朱 れ螻 覿 豺 螻
4. 10 Usability Heuristics for User Interface Design (1994)
Nielsen, J. (1994, April). Enhancing the explanatory power of usability heuristics. In Proceedings of the
SIGCHI conference on Human Factors in Computing Systems (pp. 152-158). ACM.
螳 企Μろ(evaluation heuristic) 蟯 郁規
1987覿 谿襦 朱語 覦覃 design guidelines襯 螳煙
7. 10 General UI/UX Design Principles
5. Design Principles
Cooper, A., Reimann, R., & Cronin, D. (2007). About face 3: the essentials of interaction design. John
Wiley & Sons.
る 蟲 譴 襦, 豈 覦 蟇語 principles襯 る螻
豈 結覿 螳 豈一 螳 譯殊ロ design principles襯 覈襭蟆 覈 襴
6. Principles to support usability (1992)
Dix, A. (2009). Human-computer interaction (pp. 1327-1331). Springer US.
Learnability, Flexibility, Robustness 螳讌 豸°伎朱 煙 讀讌り鍵
豺れ 豌願朱 る螻
8. 10 General UI/UX Design Principles
7. Human Interface Design Principles (2005)
Apple Computer, Inc. (2005), Apple Human Interface Guidelines.
れ 蠍郁鍵襯 覈 郁屋 IOS 覦 豺 襷れ 誤
覈
螳 る暑 1992覿 伎伎 MAC OS X 覲 豺
8. Windows User Experience Design Principles (2010)
Microsoft Corporation. (2010), Windows User Experience Interaction Guidelines.
伎豌伎 1 Microsoft Windows 蟲 覦 UX interaction design
guidelines
Windows 覯 豢 襷 伎 襷豢 螳企殊語 螳煙螻 朱, 螳企
碁慨る 誤讌
9. 10 General UI/UX Design Principles
9. UX Design Guidelines (2012)
Hartson, R., & Pyla, P. S. (2012). The UX Book: Process and guidelines for ensuring a quality user experience.
Elsevier.
UI螳 UX 語 覦 螳企殊語 伎
UAF(User Action Framework) structure 磯 Planning, Translation, Physical actions, Outcomes,
Assessment, Overall 碁 る螻
10. 3C framework (2014)
Levin, M. (2014). Designing Multi-device Experiences: An Ecosystem Approach to User Experiences Across
Devices. " O'Reilly Media, Inc.".
伎螳 覲旧 螳 蠍郁鍵襯 覃 覦伎 蟆(connected device) principles
炎 覦伎 語 蟲企も手 譯殊
手(Consistent), 一(Continuous), 碁慨(Complementary) 螳讌襯 豎
3C手 覈覈
11. Common principles: table
D1 D2 D3 D4 D5 D6 D7 D8 D9 D10 螻
P1 o o o o o o o o o 9
P2 o o o o o o o o 8
P3 o o o o o o 6
P4 o o o o o o 6
P5 o o o o o o 6
P6 o o o o o 5
P7 o o o o 4
P8 o o o o 4
P9 o o o 3
P10 o o o 3
* D1~10: 螳 覓語 覯(豢豌), P1~10: 螳 豺 覯
29. General principles of general principles
Follow design principles that you can relate to supporting the users task or proces
s.
Follow principles that you can easily relate to meeting the users special
needs.
Follow principles that help you in meeting usability factors and that assist
you in linking to knowledge about human resources and limitations.
Adopt a set of principles that suits your personal approach to design.
Newman, W. M., Lamming, M. G., & Lamming, M. (1995). Interactive system design (pp. I-XXXIV). Readi
ng: Addison-Wesley.
30. UX design guideline Conclusion
Be cautious using guidelines.
Use careful thought and interpretation when using guidelines.
In application, guidelines can conflict and overlap.
Guidelines do not guarantee usability.
Using guidelines does NOT eliminate need for usability testing.
Design by guidelines, not by politics or personal opinion.
Hartson, R., & Pyla, P. S. (2012). The UX Book: Process and guidelines for ensuring a quality user experie
nce. Elsevier.
32. Reference
Apple Computer, Inc. (2005), Apple Human Interface Guidelines.
Barfield, L. (1992). The user interface: concepts and design. Addison-Wesley Longman Publishing Co., Inc..
Cooper, A., Reimann, R., & Cronin, D. (2007). About face 3: the essentials of interaction design. John Wiley & Sons.
Cox, K., & Walker, D. (1992). User-interface design. Prentice-Hall, Inc..
Dix, A. (2009). Human-computer interaction (pp. 1327-1331). Springer US.
Galitz, W. O. (2007). The essential guide to user interface design: an introduction to GUI design principles and techniques. John Wiley & Sons.
Garrett, J. J. (2010). Elements of user experience, the: user-centered design for the web and beyond. Pearson Education.
Hartson, R., & Pyla, P. S. (2012). The UX Book: Process and guidelines for ensuring a quality user experience. Elsevier.
Johnson, J. (2007). GUI bloopers 2.0: common user interface design don'ts and dos. Morgan Kaufmann.
Kraft, C. (2012). User experience innovation: User centered design that works. Apress.
Kraft, C., 1976-, 伎轟, 豕, & 豕蠏. (2014). 蟆渚 : 譴 . : 危.
Levin, M. (2014). Designing Multi-device Experiences: An Ecosystem Approach to User Experiences Across Devices. " O'Reilly Media, Inc.".
Levin, M., & 企碁. (2014). 覃 覦伎 Ux :覓殊誤磯 螻 蟆渚 讌覦壱 3螳讌 旧 襴. : 觜覩碁.
Microsoft Corporation. (2010), Windows User Experience Interaction Guidelines.
Nielsen, J. (1994, April). Enhancing the explanatory power of usability heuristics. In Proceedings of the SIGCHI conference on Human Factors in
Computing Systems (pp. 152-158). ACM.
Shneiderman, B. (1992). Designing the user interface: strategies for effective human-computer interaction (Vol. 3). Reading, MA: Addison-Wesley.
34. Appendix:
The original text of
10 Researchers
General UI/UX Design Principles
D5(About face 3) 覓語 覓 襷 蠍一 襦讌
The original text
35. 1. First Principles Basic Principles (2007)
Johnson, J. (2007). GUI bloopers 2.0: common user interface design don'ts and dos. Morgan Kaufmann.
1. Focus on the users and their tasks, not on the technology
2. Consider function first, presentation later
3. Conform to the users view of the task
4. Design for the common case
5. Dont distract users from their goals
6. Facilitate learning
7. Deliver information, not just data
8. Design for responsiveness
9. Try it out on users, then fix it
The original text
36. 2. Eight Golden Rules of Interface Design (1992)
Shneiderman, B. (1992). Designing the user interface: strategies for effective human-computer interaction (Vol.
3). Reading, MA: Addison-Wesley.
1. Strive for consistency.
2. Enable frequent users to use shortcuts.
3. Offer informative feedback.
4. Design dialog to yield closure.
5. Offer simple error handling.
6. Permit easy reversal of actions.
7. Support internal locus of control.
8. Reduce short-term memory load.
The original text
37. 3. Guide-lines for User-Interfaces (1993)
- Design systems to fit the user's conceptual
model
- Consistency
- Universal commands for consistency
- User control
- Modeless interaction
- User modifiable
- Short-cuts for experts
- Use the user's language
- Motivation
- Feedback
- Seeing and pointing versus remembering
and typing
- What you see is what you get (WYSIWYG)
- Simplicity
- Closure
- Easy reversal
- Simple error handling
- Prevent errors
- Provide clear directions and messages
- Easy to learn
- Reduce short-term memory load
Cox, K., & Walker, D. (1992). User-interface design. Prentice-Hall, Inc..
The original text
38. 4. 10 Usability Heuristics for User Interface Design (1994)
Nielsen, J. (1994, April). Enhancing the explanatory power of usability heuristics. In Proceedings of the SIGCHI
conference on Human Factors in Computing Systems (pp. 152-158). ACM.
(http://www.nngroup.com/articles/ten-usability-heuristics/)
- Visibility of system status
- Match between system and the real world
- User control and freedom
- Consistency and standards
- Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Aesthetic and minimalist design
- Help users recognize, diagnose, and recover from errors
- Help and documentation
The original text
39. 6. Principles to support usability: Learnability
Dix, A. (2009). Human-computer interaction (pp. 1327-1331). Springer US.
Learnability
Predicability: Support for the user to determine the effect of future action based on past
interaction history.
Synthesizability: Support for the user to assess the effect of past operations on the current
state.
Familiarity: The extent to which a users knowledge and experience in other real-world or
computer-based domains can be applied when interacting with a new system.
Generalizability: Support for the user to extend knowledge of specific interaction within
and across applications to other similar situations.
Consistency: Likeness in input/output behavior arising from similar situations or similar task
objectives.
The original text
40. 6. Principles to support usability: Flexibility
Flexibility
Dialogue initiative: Allowing the user freedom from artificial constraints on the input
dialogue imposed by the system.
Multi-threading: Ability of the system to support user interaction pertaining to more
than one task at a time.
Task migratability: The ability to pass control for the execution of a given task so that
it becomes either internalized by user or system or shared between them.
Substitutivity: Allowing equivalent values of input and output to be arbitrarily
substituted for each other.
Customizability: Modifiability of the user interface by the user or the system.
The original text
41. 6. Principles to support usability: Robustness
Robustness
Observability: Ability of the user to evaluate the internal state of the system from its
perceivable representation.
Recoverability: Ability of the user to take corrective action once an error has been
recognized.
Responsiveness: How the user perceives the rate of communication with the
system.
Task conformance: The degree to which the system services support all of the tasks
the user wishes to perform and in the way that the user understands them.
The original text
42. 7. Human Interface Design Principles
- Metaphors
- Reflect the Users Mental Model
- Explicit and Implied Actions
- Direct Manipulation
- User Control
- Feedback and Communication
- Consistency
- WYSIWYG (What You See Is What You Get)
- Forgiveness
- Perceived Stability
- Aesthetic Integrity
- Modelessness
- Managing Complexity in Your Software
Apple Computer, Inc. (2005), Apple Human Interface Guidelines.
(http://www.multimedialab.be/doc/tech/doc_osx_hi_guidelines.pdf)
The original text
43. 8. Windows User Experience Design Principles
Microsoft Corporation. (2010), Windows User Experience Interaction Guidelines.
- Reduce concepts to increase confidence
- Small things matter, good and bad
- Be great at "look" and "do"
- Solve distractions, not discoverability
- UX before knobs and questions
- Personalization, not customization
- Value the life cycle of the experience
- Time matters, so build for people on the go
The original text
44. 9. UX Design Guidelines (2012): Planning
Hartson, R., & Pyla, P. S. (2012). The UX Book: Process and guidelines for ensuring a quality user experience.
Elsevier.
Planning
Clear system task model for user
Planning for efficient task paths
Progress indicators
Avoiding transaction completion slips
The original text
45. 9. UX Design Guidelines (2012):
Translating, Physical actions
Translation
Existence of cognitive affordance
Presentation of cognitive affordance
Content and meaning of cognitive affordance
Task structure
Physical actions
Sensing objects of physical actions
Help users doing physical actions
The original text
46. 9. UX Design Guidelines (2012):
Outcomes, Assessment
Outcomes
System functionality
System response time
Automation issues
Assessment
Existence of feedback
Feedback timing
Content and meaning of feedback
Assessment of information displays
The original text
47. 9. UX Design Guidelines (2012): Overall
Overall
Overall simplicity
Overall consistency
Humor
Anthropomorphism
Tone and psychological impact
Use of sound and color
Gratuitous graphics
Text legibility
User preferences
Accommodation of user differences
Helpful help
The original text
48. 10. 3C framework (2014)
Levin, M. (2014). Designing Multi-device Experiences: An Ecosystem Approach to User Experiences Across
Devices. " O'Reilly Media, Inc.".
3C framework: Consistent, Continuous, Complementary design
Consistent design: The same basic experience is replicated between devices, keeping the
content, flow, structure, and core feature set consistent across the ecosystem. Some
adjustments are made to accommodate device-specific attributes, but the overall
experience can be fully consumed on any device.
Continuous design: It is that the experience is passed on from one device to another,
either continuing the same activity or progressing through a sequence of different
activities.
Complementary design: It is that devices complement one another(with relevant
info/functionality), creating a new experience as a connected group. This experience can
encompass two forms of device relationship: collaboration and control.
The original text