[Usability] More UI principles from the Nielsen guy
- From: MM <m menheere gmx net>
- To: usability gnome org
- Subject: [Usability] More UI principles from the Nielsen guy
- Date: Mon, 17 Sep 2001 17:08:25 -0400
Visibility of system status: The system should always keep users informed
about what is going on, through appropriate feedback within reasonable time
Match between system and the real world: The sytem should speak the users
language, with words, phrases and concepts familiar to the user, rather than
system -oriented terms. Follow real-world conventions, making information
appear in a natural and logical order.
User control and freedom: Users often choose system functions by mistake and
will need a clearly marked "emergency exit" to leave the unwanted state
without having to go through an extended dialogue. Support undo and redo.
Consistency and standards: Users should not have to wonder whether different
words, situations, or actions mean the same thing. Follow platform
conventions.
Error prevention: Even better than good error messages is a careful design
which prevents a problem from occurriong in the first place
Recognition rather than recall: Make objects, actions, and options visible
the user should not have to remember information from one part of the
dialogue to another. Instructions for use of the system should be visible or
easily retrievable whenever appropriate
Flexibility and efficience of use: Accelerators --unseen by the novice user--
may often speed up the interaction for the expert user to such an extent
that the system can cater to both inexperienced and experienced users. Allow
users to tailor frequent actions.
Aesthetic an minimalist design: dialogues should not contain information
which is irrelevant or rarely needed. Every extra unit of information in a
diialogue competes with the relevant units of information and diminishes
their relative visibility
Help users recognize, diagnose and recover form errors: Error messages should
be expressed in plain language (no codes), precisely indicate the problem,
and constuctively suggest a solution.
Help an documentation: Even though it is better if the system can be used
without documentation, it may be necessary to provide help and documentation.
Any such information should be necessary to provide help and documentation
Any such information should be easy to search, focused ont the user task,
list concrete steps to be carried out, and not be too large
These are alle simple concepts. But are easily overlooked. When programming.
It is a list which from a text which talks about the use of heuristic
evaluation of interface design. Sounds scarry :) It is actually the opposite.
Basically, the "programmar" or UI designer gets a couple of people (about ten
should be enough). He asks each of the to perform a number of tasks with his
program. Communication and explanation during the tasks are allowed. You
write down the obstacles that the user encountered. You iterate with a number
of people and eventualy you wil find no more problems. Improve your program
and start again. Your program actually can not get worse by doing this. Hey
it can even be fun doining it. User experience level is not that important.
Just go over it a few times and use your common sense.
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