Best Practices & Principles for GUI design [closed]
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62
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What is your best practical user-friendly user-interface design or principle?
Please submit those practices that you find actually makes things really useful - no matter what - if it works for your users, share it!
Summary/Collation
Principles
- KISS.
- Be clear and specific in what an option will achieve: for example, use verbs that indicate the action that will follow on a choice (see: Impl. 1).
- Use obvious default actions appropriate to what the user needs/wants to achieve.
- Fit the appearance and behavior of the UI to the environment/process/audience: stand-alone application, web-page, portable, scientific analysis, flash-game, professionals/children, ...
- Reduce the learning curve of a new user.
- Rather than disabling or hiding options, consider giving a helpful message where the user can have alternatives, but only where those alternatives exist. If no alternatives are available, its better to disable the option - which visually then states that the option is not available - do not hide the unavailable options, rather explain in a mouse-over popup why it is disabled.
- Stay consistent and conform to practices, and placement of controls, as is implemented in widely-used successful applications.
- Lead the expectations of the user and let your program behave according to those expectations.
- Stick to the vocabulary and knowledge of the user and do not use programmer/implementation terminology.
- Follow basic design principles: contrast (obviousness), repetition (consistency), alignment (appearance), and proximity (grouping).
Implementation
- (See answer by paiNie) "Try to use verbs in your dialog boxes."
- Allow/implement undo and redo.
References
- Windows Vista User Experience Guidelines [http://msdn.microsoft.com/en-us/library/aa511258.aspx]
- Dutch websites - "Drempelvrij" guidelines [http://www.drempelvrij.nl/richtlijnen]
- Web Content Accessibility Guidelines (WCAG 1.0) [http://www.w3.org/TR/WCAG10/]
- Consistence [http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746]
- Don't make me Think [http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758/ref=pdbbssr_1?ie=UTF8&s=books&qid=1221726383&sr=8-1]
- Be powerful and simple [http://msdn.microsoft.com/en-us/library/aa511332.aspx]
- Gestalt design laws [http://www.squidoo.com/gestaltlaws]
user-interface design principles
closed as primarily opinion-based by Stephen Kennedy, Machavity, Makyen, TylerH, EJoshuaS Nov 11 at 1:18
Many good questions generate some degree of opinion based on expert experience, but answers to this question will tend to be almost entirely based on opinions, rather than facts, references, or specific expertise. If this question can be reworded to fit the rules in the help center, please edit the question.
add a comment |
up vote
62
down vote
favorite
What is your best practical user-friendly user-interface design or principle?
Please submit those practices that you find actually makes things really useful - no matter what - if it works for your users, share it!
Summary/Collation
Principles
- KISS.
- Be clear and specific in what an option will achieve: for example, use verbs that indicate the action that will follow on a choice (see: Impl. 1).
- Use obvious default actions appropriate to what the user needs/wants to achieve.
- Fit the appearance and behavior of the UI to the environment/process/audience: stand-alone application, web-page, portable, scientific analysis, flash-game, professionals/children, ...
- Reduce the learning curve of a new user.
- Rather than disabling or hiding options, consider giving a helpful message where the user can have alternatives, but only where those alternatives exist. If no alternatives are available, its better to disable the option - which visually then states that the option is not available - do not hide the unavailable options, rather explain in a mouse-over popup why it is disabled.
- Stay consistent and conform to practices, and placement of controls, as is implemented in widely-used successful applications.
- Lead the expectations of the user and let your program behave according to those expectations.
- Stick to the vocabulary and knowledge of the user and do not use programmer/implementation terminology.
- Follow basic design principles: contrast (obviousness), repetition (consistency), alignment (appearance), and proximity (grouping).
Implementation
- (See answer by paiNie) "Try to use verbs in your dialog boxes."
- Allow/implement undo and redo.
References
- Windows Vista User Experience Guidelines [http://msdn.microsoft.com/en-us/library/aa511258.aspx]
- Dutch websites - "Drempelvrij" guidelines [http://www.drempelvrij.nl/richtlijnen]
- Web Content Accessibility Guidelines (WCAG 1.0) [http://www.w3.org/TR/WCAG10/]
- Consistence [http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746]
- Don't make me Think [http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758/ref=pdbbssr_1?ie=UTF8&s=books&qid=1221726383&sr=8-1]
- Be powerful and simple [http://msdn.microsoft.com/en-us/library/aa511332.aspx]
- Gestalt design laws [http://www.squidoo.com/gestaltlaws]
user-interface design principles
closed as primarily opinion-based by Stephen Kennedy, Machavity, Makyen, TylerH, EJoshuaS Nov 11 at 1:18
Many good questions generate some degree of opinion based on expert experience, but answers to this question will tend to be almost entirely based on opinions, rather than facts, references, or specific expertise. If this question can be reworded to fit the rules in the help center, please edit the question.
Related question: stackoverflow.com/questions/51050/…
– Marcio Aguiar
Sep 18 '08 at 7:59
It's a rather all-encompassing question... zone in a little bit more.. I posted MVP first.. thinking you're interested in UI design alternatives.
– Gishu
Sep 18 '08 at 8:01
My aim is in the end to glean what are used in the field - not the text-book academic views, but practices that actually makes things really useful.
– slashmais
Sep 18 '08 at 9:31
Related: What are some good usability guidelines an average developer should follow?
– Peter Mortensen
Feb 3 '12 at 12:09
add a comment |
up vote
62
down vote
favorite
up vote
62
down vote
favorite
What is your best practical user-friendly user-interface design or principle?
Please submit those practices that you find actually makes things really useful - no matter what - if it works for your users, share it!
Summary/Collation
Principles
- KISS.
- Be clear and specific in what an option will achieve: for example, use verbs that indicate the action that will follow on a choice (see: Impl. 1).
- Use obvious default actions appropriate to what the user needs/wants to achieve.
- Fit the appearance and behavior of the UI to the environment/process/audience: stand-alone application, web-page, portable, scientific analysis, flash-game, professionals/children, ...
- Reduce the learning curve of a new user.
- Rather than disabling or hiding options, consider giving a helpful message where the user can have alternatives, but only where those alternatives exist. If no alternatives are available, its better to disable the option - which visually then states that the option is not available - do not hide the unavailable options, rather explain in a mouse-over popup why it is disabled.
- Stay consistent and conform to practices, and placement of controls, as is implemented in widely-used successful applications.
- Lead the expectations of the user and let your program behave according to those expectations.
- Stick to the vocabulary and knowledge of the user and do not use programmer/implementation terminology.
- Follow basic design principles: contrast (obviousness), repetition (consistency), alignment (appearance), and proximity (grouping).
Implementation
- (See answer by paiNie) "Try to use verbs in your dialog boxes."
- Allow/implement undo and redo.
References
- Windows Vista User Experience Guidelines [http://msdn.microsoft.com/en-us/library/aa511258.aspx]
- Dutch websites - "Drempelvrij" guidelines [http://www.drempelvrij.nl/richtlijnen]
- Web Content Accessibility Guidelines (WCAG 1.0) [http://www.w3.org/TR/WCAG10/]
- Consistence [http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746]
- Don't make me Think [http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758/ref=pdbbssr_1?ie=UTF8&s=books&qid=1221726383&sr=8-1]
- Be powerful and simple [http://msdn.microsoft.com/en-us/library/aa511332.aspx]
- Gestalt design laws [http://www.squidoo.com/gestaltlaws]
user-interface design principles
What is your best practical user-friendly user-interface design or principle?
Please submit those practices that you find actually makes things really useful - no matter what - if it works for your users, share it!
Summary/Collation
Principles
- KISS.
- Be clear and specific in what an option will achieve: for example, use verbs that indicate the action that will follow on a choice (see: Impl. 1).
- Use obvious default actions appropriate to what the user needs/wants to achieve.
- Fit the appearance and behavior of the UI to the environment/process/audience: stand-alone application, web-page, portable, scientific analysis, flash-game, professionals/children, ...
- Reduce the learning curve of a new user.
- Rather than disabling or hiding options, consider giving a helpful message where the user can have alternatives, but only where those alternatives exist. If no alternatives are available, its better to disable the option - which visually then states that the option is not available - do not hide the unavailable options, rather explain in a mouse-over popup why it is disabled.
- Stay consistent and conform to practices, and placement of controls, as is implemented in widely-used successful applications.
- Lead the expectations of the user and let your program behave according to those expectations.
- Stick to the vocabulary and knowledge of the user and do not use programmer/implementation terminology.
- Follow basic design principles: contrast (obviousness), repetition (consistency), alignment (appearance), and proximity (grouping).
Implementation
- (See answer by paiNie) "Try to use verbs in your dialog boxes."
- Allow/implement undo and redo.
References
- Windows Vista User Experience Guidelines [http://msdn.microsoft.com/en-us/library/aa511258.aspx]
- Dutch websites - "Drempelvrij" guidelines [http://www.drempelvrij.nl/richtlijnen]
- Web Content Accessibility Guidelines (WCAG 1.0) [http://www.w3.org/TR/WCAG10/]
- Consistence [http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746]
- Don't make me Think [http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758/ref=pdbbssr_1?ie=UTF8&s=books&qid=1221726383&sr=8-1]
- Be powerful and simple [http://msdn.microsoft.com/en-us/library/aa511332.aspx]
- Gestalt design laws [http://www.squidoo.com/gestaltlaws]
user-interface design principles
user-interface design principles
edited Nov 10 at 19:10
community wiki
15 revs, 6 users 56%
slashmais
closed as primarily opinion-based by Stephen Kennedy, Machavity, Makyen, TylerH, EJoshuaS Nov 11 at 1:18
Many good questions generate some degree of opinion based on expert experience, but answers to this question will tend to be almost entirely based on opinions, rather than facts, references, or specific expertise. If this question can be reworded to fit the rules in the help center, please edit the question.
closed as primarily opinion-based by Stephen Kennedy, Machavity, Makyen, TylerH, EJoshuaS Nov 11 at 1:18
Many good questions generate some degree of opinion based on expert experience, but answers to this question will tend to be almost entirely based on opinions, rather than facts, references, or specific expertise. If this question can be reworded to fit the rules in the help center, please edit the question.
Related question: stackoverflow.com/questions/51050/…
– Marcio Aguiar
Sep 18 '08 at 7:59
It's a rather all-encompassing question... zone in a little bit more.. I posted MVP first.. thinking you're interested in UI design alternatives.
– Gishu
Sep 18 '08 at 8:01
My aim is in the end to glean what are used in the field - not the text-book academic views, but practices that actually makes things really useful.
– slashmais
Sep 18 '08 at 9:31
Related: What are some good usability guidelines an average developer should follow?
– Peter Mortensen
Feb 3 '12 at 12:09
add a comment |
Related question: stackoverflow.com/questions/51050/…
– Marcio Aguiar
Sep 18 '08 at 7:59
It's a rather all-encompassing question... zone in a little bit more.. I posted MVP first.. thinking you're interested in UI design alternatives.
– Gishu
Sep 18 '08 at 8:01
My aim is in the end to glean what are used in the field - not the text-book academic views, but practices that actually makes things really useful.
– slashmais
Sep 18 '08 at 9:31
Related: What are some good usability guidelines an average developer should follow?
– Peter Mortensen
Feb 3 '12 at 12:09
Related question: stackoverflow.com/questions/51050/…
– Marcio Aguiar
Sep 18 '08 at 7:59
Related question: stackoverflow.com/questions/51050/…
– Marcio Aguiar
Sep 18 '08 at 7:59
It's a rather all-encompassing question... zone in a little bit more.. I posted MVP first.. thinking you're interested in UI design alternatives.
– Gishu
Sep 18 '08 at 8:01
It's a rather all-encompassing question... zone in a little bit more.. I posted MVP first.. thinking you're interested in UI design alternatives.
– Gishu
Sep 18 '08 at 8:01
My aim is in the end to glean what are used in the field - not the text-book academic views, but practices that actually makes things really useful.
– slashmais
Sep 18 '08 at 9:31
My aim is in the end to glean what are used in the field - not the text-book academic views, but practices that actually makes things really useful.
– slashmais
Sep 18 '08 at 9:31
Related: What are some good usability guidelines an average developer should follow?
– Peter Mortensen
Feb 3 '12 at 12:09
Related: What are some good usability guidelines an average developer should follow?
– Peter Mortensen
Feb 3 '12 at 12:09
add a comment |
19 Answers
19
active
oldest
votes
up vote
53
down vote
accepted
Try to use verbs in your dialog boxes.
It means use
instead of
15
Actually the 2nd example is better. Users don't read anything - I repeat, they don't read.
– lubos hasko
Sep 19 '08 at 8:58
25
Yeah u are right about ingoring text! But - users dont read title and text, they read button captions!
– kzotin
Sep 19 '08 at 10:05
10
Instead of 3 words on second dialog ("Save changes to") there are 22 on first one - nobody will read this. However, captions on first one are so much better!
– ya23
Oct 24 '08 at 12:55
1
i also find yes/no/cancel much more logical then save/cancel/no save ... i.e. yes/opposite/cancel instead of yes/cancel/opposite of yes ...
– Rook
Dec 10 '09 at 17:56
7
Most people just read the button text - something like Yes/No/cancel could be referring to anything, but Save/Don't Save is very clear what you are doing. It is fine to have additional text above the buttons, because if someone sees Save/Don't Save and was expecting something else (say about printing), then they will stop and read the text. You just can't expect the normal use-case to be the user reading all the text in your dialog.
– Tim
Dec 9 '10 at 15:24
|
show 5 more comments
up vote
52
down vote
I test my GUI against my grandma.
2
this answer made my day. :)
– mchlfchr
Sep 23 '13 at 9:24
add a comment |
up vote
26
down vote
Follow basic design principles
Contrast - Make things that are different look different
Repetition - Repeat the same style in a screen and for other screens
Alignment - Line screen elements up! Yes, that includes text, images, controls and labels.
Proximity - Group related elements together. A set of input fields to enter an address should be grouped together and be distinct from the group of input fields to enter credit card info. This is basic Gestalt Design Laws.
2
Robin Williams "The Non-Designer's Design Book: Design and Typographic Principles for the Visual Novice" covers these principles in a great way! goo.gl/qoG0Q
– Chris Hayes
Jun 29 '11 at 23:45
3
Like the acronym. When you're finished, do you say it looks like CRAP :p ?
– James P.
Mar 23 '13 at 5:35
1
@Chris There's now a newer (4th, 2014) edition of the Williams book.
– bitFlipper
Jun 23 '16 at 0:12
add a comment |
up vote
24
down vote
Never ask "Are you sure?". Just allow unlimited, reliable undo/redo.
6
You're right, but I don't think this is realistic. Implementing a rollback often require a lot of effort.
– Dimitri C.
Mar 12 '10 at 8:13
@Dimitri C.: Not nearly as much if you build it into the design from day -1. In a text editor, for example, you could just create a hidden directory and use Mercurial/Git/whatever to keep track of potentially destructive operations. The Command Software Design Pattern is also helpful. Google Mail is a nice example: have noticed that if you delete a thread there is no dialog box? Instead, there is a small notification bar which says something like: "You just moved a thread to the trashcan. [More Information] [Undo]"
– Jörg W Mittag
Mar 12 '10 at 14:00
add a comment |
up vote
11
down vote
Try to think about what your user wants to achieve instead of what the requirements are.
The user will enter your system and use it to achieve a goal. When you open up calc you need to make a simple fast calculation 90% of the time so that's why by default it is set to simple mode.
So don't think about what the application must do but think about the user which will be doing it, probably bored, and try to design based on what his intentions are, try to make his life easier.
add a comment |
up vote
8
down vote
If you're doing anything for the web, or any front-facing software application for that matter, you really owe it to yourself to read...
Don't make me think - Steve Krug
add a comment |
up vote
7
down vote
Breadcrumbs in webapps:
Tell -> The -> User -> Where -> She -> Is in the system
This is pretty hard to do in "dynamic" systems with multiple paths to the same data, but it often helps navigate the system.
2
Jared Spool did some user testing on this and learned that only coputer savvy people use breadcrumbs. Normal visitors don't get this concept.
– Silviu Postavaru
Jun 2 '09 at 9:48
1
It might be so. But a quick read on Spool's article uie.com/brainsparks/2005/09/26/value-of-breadcrumbs gives me the impression that he thinks that breadcrumbs are just a navigational tool for the user. In my opinion they're also a good "page heading". Also, Spool's article is far from scientific...
– kosoant
Jun 3 '09 at 6:00
I think these would actually be pretty good in some desktop apps too!
– paulm
Feb 6 '13 at 19:59
add a comment |
up vote
6
down vote
I try to adapt to the environment.
When developing for an Windows application, I use the Windows Vista User Experience Guidelines but when I'm developing an web application I use the appropriate guidelines, because I develop Dutch websites I use the "Drempelvrij" guidelines which are based on the Web Content Accessibility Guidelines (WCAG 1.0) by the World Wide Web Consortium (W3C).
The reason I do this is to reduce the learning curve of a new user.
add a comment |
up vote
6
down vote
I would recommend to get a good solid understanding of GUI design by reading the book The Design of Everyday Things. Although the main printable is a comment from Joel Spolsky: When the behavior of the application differs to what the user expects to happen then you have a problem with your graphical user interface.
The best example is, when somebody swaps around the OK and Cancel button on some web sites. The user expects the OK button to be on the left, and the Cancel button to be on the right. So in short, when the application behavior differs to what the user expects what to happen then you have a user interface design problem.
Although, the best advice, in no matter what design or design pattern you follow, is to keep the design and conventions consistent throughout the application.
add a comment |
up vote
3
down vote
Avoid asking the user to make choices whenever you can (i.e. don't create a fork with a configuration dialog!)
For every option and every message box, ask yourself: can I instead come up with some reasonable default behavior that
- makes sense?
- does not get in the user's way?
- is easy enough to learn that it costs little to the user that I impose this on him?
I can use my Palm handheld as an example: the settings are really minimalistic, and I'm quite happy with that. The basic applications are well designed enough that I can simply use them without feeling the need for tweaking. Ok, there are some things I can't do, and in fact I sort of had to adapt myself to the tool (instead of the opposite), but in the end this really makes my life easier.
This website is another example: you can't configure anything, and yet I find it really nice to use.
Reasonable defaults can be hard to figure out, and simple usability tests can provide a lot of clues to help you with that.
add a comment |
up vote
3
down vote
Show the interface to a sample of users. Ask them to perform a typical task. Watch for their mistakes. Listen to their comments. Make changes and repeat.
Make sure it's a representative sample of your customers. We use an intern for this and we have to give them special instructions to include the over 30 crowd.
– Clay Nichols
Nov 22 '08 at 22:27
add a comment |
up vote
2
down vote
The Design of Everyday Things - Donald Norman
A canon of design lore and the basis of many HCI courses at universities around the world. You won't design a great GUI in five minutes with a few comments from a web forum, but some principles will get your thinking pointed the right way.
--
MC
I would add that his Emotional Design is also very worth a read.
– Travis
Nov 8 '13 at 20:49
add a comment |
up vote
2
down vote
When constructing error messages make the error message be
the answers to these 3 questions (in that order):
What happened?
Why did it happen?
What can be done about it?
This is from "Human Interface Guidelines: The Apple Desktop
Interface" (1987, ISBN 0-201-17753-6), but it can be used
for any error message anywhere.
There is an updated version for Mac OS X.
The Microsoft page
User Interface Messages
says the same thing: "... in the case of an error message,
you should include the issue, the cause, and the user action
to correct the problem."
Also include any information that is known by the program,
not just some fixed string. E.g. for the "Why did it happen" part of the error message use "Raw spectrum file
L:refDataForMascotParserTripleEncodingQ1LCMS190203_01Doub
leArg.wiff does not exist" instead of just "File does
not exist".
Contrast this with the infamous error message: "An error
happend.".
add a comment |
up vote
1
down vote
(Stolen from Joel :o) )
Don't disable/remove options - rather give a helpful message when the user click/select it.
1
I also read that article, but think it works for most of the time, but not always. In some scenario you have to hide/disable menu options. Think about this: you have the Paste menupoint always visible and enabled and when you click on it, it will show a message: You have nothing to paste. :-)
– Biri
Sep 18 '08 at 8:03
1
One of the rare occasions where I completely disagree with Joel: Disabling menu options gives a direct feedback - 'not available now'. Save the user the action (and the disappointment) of having to click on a menu to find out. Hiding menu options is bad, though
– Treb
Oct 4 '08 at 7:59
add a comment |
up vote
1
down vote
As my data structure professor pointed today: Give instructions on how your program works to the average user. We programmers often think we're pretty logical with our programs, but the average user probably won't know what to do.
add a comment |
up vote
1
down vote
Use discreet/simple animated features to create seamless transitions from one section the the other. This helps the user to create a mental map of navigation/structure.
Use short (one word if possible) titles on the buttons that describe clearly the essence of the action.
Use semantic zooming where possible (a good example is how zooming works on Google/Bing maps, where more information is visible when you focus on an area).
Create at least two ways to navigate: Vertical and horizontal. Vertical when you navigate between different sections and horizontal when you navigate within the contents of the section or subsection.
Always keep the main options nodes of your structure visible (where the size of the screen and the type of device allows it).
When you go deep into the structure always keep a visible hint (i.e. such as in the form of a path) indicating where you are.
Hide elements when you want the user to focus on data (such as reading an article or viewing a project). - however beware of point #5 and #4.
add a comment |
up vote
0
down vote
Be Powerful and Simple
Oh, and hire a designer / learn design skills. :)
add a comment |
up vote
0
down vote
With GUIs, standards are kind of platform specific. E.g. While developing GUI in Eclipse this link provides decent guideline.
add a comment |
up vote
0
down vote
I've read most of the above and one thing that I'm not seeing mentioned:
If users are meant to use the interface ONCE, showing only what they need to use if possible is great.
If the user interface is going to be used repeatedly by the same user, but maybe not very often, disabling controls is better than hiding them: the user interface changing and hidden features not being obvious (or remembered) by an occasional user is frustrating to the user.
If the user interface is going to be used VERY REGULARLY by the same user (and there is not a lot of turnover in the job i.e. not a lot of new users coming online all the time) disabling controls is absolutely helpful and the user will become accustomed to the reasons why things happen but preventing them from using controls accidentally in improper contexts appreciated and prevents errors.
Just my opinion, but it all goes back to understanding your user profile, not just what a single user session might entail.
add a comment |
19 Answers
19
active
oldest
votes
19 Answers
19
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
53
down vote
accepted
Try to use verbs in your dialog boxes.
It means use
instead of
15
Actually the 2nd example is better. Users don't read anything - I repeat, they don't read.
– lubos hasko
Sep 19 '08 at 8:58
25
Yeah u are right about ingoring text! But - users dont read title and text, they read button captions!
– kzotin
Sep 19 '08 at 10:05
10
Instead of 3 words on second dialog ("Save changes to") there are 22 on first one - nobody will read this. However, captions on first one are so much better!
– ya23
Oct 24 '08 at 12:55
1
i also find yes/no/cancel much more logical then save/cancel/no save ... i.e. yes/opposite/cancel instead of yes/cancel/opposite of yes ...
– Rook
Dec 10 '09 at 17:56
7
Most people just read the button text - something like Yes/No/cancel could be referring to anything, but Save/Don't Save is very clear what you are doing. It is fine to have additional text above the buttons, because if someone sees Save/Don't Save and was expecting something else (say about printing), then they will stop and read the text. You just can't expect the normal use-case to be the user reading all the text in your dialog.
– Tim
Dec 9 '10 at 15:24
|
show 5 more comments
up vote
53
down vote
accepted
Try to use verbs in your dialog boxes.
It means use
instead of
15
Actually the 2nd example is better. Users don't read anything - I repeat, they don't read.
– lubos hasko
Sep 19 '08 at 8:58
25
Yeah u are right about ingoring text! But - users dont read title and text, they read button captions!
– kzotin
Sep 19 '08 at 10:05
10
Instead of 3 words on second dialog ("Save changes to") there are 22 on first one - nobody will read this. However, captions on first one are so much better!
– ya23
Oct 24 '08 at 12:55
1
i also find yes/no/cancel much more logical then save/cancel/no save ... i.e. yes/opposite/cancel instead of yes/cancel/opposite of yes ...
– Rook
Dec 10 '09 at 17:56
7
Most people just read the button text - something like Yes/No/cancel could be referring to anything, but Save/Don't Save is very clear what you are doing. It is fine to have additional text above the buttons, because if someone sees Save/Don't Save and was expecting something else (say about printing), then they will stop and read the text. You just can't expect the normal use-case to be the user reading all the text in your dialog.
– Tim
Dec 9 '10 at 15:24
|
show 5 more comments
up vote
53
down vote
accepted
up vote
53
down vote
accepted
Try to use verbs in your dialog boxes.
It means use
instead of
Try to use verbs in your dialog boxes.
It means use
instead of
edited Apr 8 at 22:31
MattH
237
237
answered Sep 18 '08 at 8:15
kzotin
4,31822433
4,31822433
15
Actually the 2nd example is better. Users don't read anything - I repeat, they don't read.
– lubos hasko
Sep 19 '08 at 8:58
25
Yeah u are right about ingoring text! But - users dont read title and text, they read button captions!
– kzotin
Sep 19 '08 at 10:05
10
Instead of 3 words on second dialog ("Save changes to") there are 22 on first one - nobody will read this. However, captions on first one are so much better!
– ya23
Oct 24 '08 at 12:55
1
i also find yes/no/cancel much more logical then save/cancel/no save ... i.e. yes/opposite/cancel instead of yes/cancel/opposite of yes ...
– Rook
Dec 10 '09 at 17:56
7
Most people just read the button text - something like Yes/No/cancel could be referring to anything, but Save/Don't Save is very clear what you are doing. It is fine to have additional text above the buttons, because if someone sees Save/Don't Save and was expecting something else (say about printing), then they will stop and read the text. You just can't expect the normal use-case to be the user reading all the text in your dialog.
– Tim
Dec 9 '10 at 15:24
|
show 5 more comments
15
Actually the 2nd example is better. Users don't read anything - I repeat, they don't read.
– lubos hasko
Sep 19 '08 at 8:58
25
Yeah u are right about ingoring text! But - users dont read title and text, they read button captions!
– kzotin
Sep 19 '08 at 10:05
10
Instead of 3 words on second dialog ("Save changes to") there are 22 on first one - nobody will read this. However, captions on first one are so much better!
– ya23
Oct 24 '08 at 12:55
1
i also find yes/no/cancel much more logical then save/cancel/no save ... i.e. yes/opposite/cancel instead of yes/cancel/opposite of yes ...
– Rook
Dec 10 '09 at 17:56
7
Most people just read the button text - something like Yes/No/cancel could be referring to anything, but Save/Don't Save is very clear what you are doing. It is fine to have additional text above the buttons, because if someone sees Save/Don't Save and was expecting something else (say about printing), then they will stop and read the text. You just can't expect the normal use-case to be the user reading all the text in your dialog.
– Tim
Dec 9 '10 at 15:24
15
15
Actually the 2nd example is better. Users don't read anything - I repeat, they don't read.
– lubos hasko
Sep 19 '08 at 8:58
Actually the 2nd example is better. Users don't read anything - I repeat, they don't read.
– lubos hasko
Sep 19 '08 at 8:58
25
25
Yeah u are right about ingoring text! But - users dont read title and text, they read button captions!
– kzotin
Sep 19 '08 at 10:05
Yeah u are right about ingoring text! But - users dont read title and text, they read button captions!
– kzotin
Sep 19 '08 at 10:05
10
10
Instead of 3 words on second dialog ("Save changes to") there are 22 on first one - nobody will read this. However, captions on first one are so much better!
– ya23
Oct 24 '08 at 12:55
Instead of 3 words on second dialog ("Save changes to") there are 22 on first one - nobody will read this. However, captions on first one are so much better!
– ya23
Oct 24 '08 at 12:55
1
1
i also find yes/no/cancel much more logical then save/cancel/no save ... i.e. yes/opposite/cancel instead of yes/cancel/opposite of yes ...
– Rook
Dec 10 '09 at 17:56
i also find yes/no/cancel much more logical then save/cancel/no save ... i.e. yes/opposite/cancel instead of yes/cancel/opposite of yes ...
– Rook
Dec 10 '09 at 17:56
7
7
Most people just read the button text - something like Yes/No/cancel could be referring to anything, but Save/Don't Save is very clear what you are doing. It is fine to have additional text above the buttons, because if someone sees Save/Don't Save and was expecting something else (say about printing), then they will stop and read the text. You just can't expect the normal use-case to be the user reading all the text in your dialog.
– Tim
Dec 9 '10 at 15:24
Most people just read the button text - something like Yes/No/cancel could be referring to anything, but Save/Don't Save is very clear what you are doing. It is fine to have additional text above the buttons, because if someone sees Save/Don't Save and was expecting something else (say about printing), then they will stop and read the text. You just can't expect the normal use-case to be the user reading all the text in your dialog.
– Tim
Dec 9 '10 at 15:24
|
show 5 more comments
up vote
52
down vote
I test my GUI against my grandma.
2
this answer made my day. :)
– mchlfchr
Sep 23 '13 at 9:24
add a comment |
up vote
52
down vote
I test my GUI against my grandma.
2
this answer made my day. :)
– mchlfchr
Sep 23 '13 at 9:24
add a comment |
up vote
52
down vote
up vote
52
down vote
I test my GUI against my grandma.
I test my GUI against my grandma.
answered Dec 10 '09 at 17:50
community wiki
Victor
2
this answer made my day. :)
– mchlfchr
Sep 23 '13 at 9:24
add a comment |
2
this answer made my day. :)
– mchlfchr
Sep 23 '13 at 9:24
2
2
this answer made my day. :)
– mchlfchr
Sep 23 '13 at 9:24
this answer made my day. :)
– mchlfchr
Sep 23 '13 at 9:24
add a comment |
up vote
26
down vote
Follow basic design principles
Contrast - Make things that are different look different
Repetition - Repeat the same style in a screen and for other screens
Alignment - Line screen elements up! Yes, that includes text, images, controls and labels.
Proximity - Group related elements together. A set of input fields to enter an address should be grouped together and be distinct from the group of input fields to enter credit card info. This is basic Gestalt Design Laws.
2
Robin Williams "The Non-Designer's Design Book: Design and Typographic Principles for the Visual Novice" covers these principles in a great way! goo.gl/qoG0Q
– Chris Hayes
Jun 29 '11 at 23:45
3
Like the acronym. When you're finished, do you say it looks like CRAP :p ?
– James P.
Mar 23 '13 at 5:35
1
@Chris There's now a newer (4th, 2014) edition of the Williams book.
– bitFlipper
Jun 23 '16 at 0:12
add a comment |
up vote
26
down vote
Follow basic design principles
Contrast - Make things that are different look different
Repetition - Repeat the same style in a screen and for other screens
Alignment - Line screen elements up! Yes, that includes text, images, controls and labels.
Proximity - Group related elements together. A set of input fields to enter an address should be grouped together and be distinct from the group of input fields to enter credit card info. This is basic Gestalt Design Laws.
2
Robin Williams "The Non-Designer's Design Book: Design and Typographic Principles for the Visual Novice" covers these principles in a great way! goo.gl/qoG0Q
– Chris Hayes
Jun 29 '11 at 23:45
3
Like the acronym. When you're finished, do you say it looks like CRAP :p ?
– James P.
Mar 23 '13 at 5:35
1
@Chris There's now a newer (4th, 2014) edition of the Williams book.
– bitFlipper
Jun 23 '16 at 0:12
add a comment |
up vote
26
down vote
up vote
26
down vote
Follow basic design principles
Contrast - Make things that are different look different
Repetition - Repeat the same style in a screen and for other screens
Alignment - Line screen elements up! Yes, that includes text, images, controls and labels.
Proximity - Group related elements together. A set of input fields to enter an address should be grouped together and be distinct from the group of input fields to enter credit card info. This is basic Gestalt Design Laws.
Follow basic design principles
Contrast - Make things that are different look different
Repetition - Repeat the same style in a screen and for other screens
Alignment - Line screen elements up! Yes, that includes text, images, controls and labels.
Proximity - Group related elements together. A set of input fields to enter an address should be grouped together and be distinct from the group of input fields to enter credit card info. This is basic Gestalt Design Laws.
edited Apr 13 '15 at 8:01
answered Sep 19 '08 at 1:44
Craig Pickering
7201814
7201814
2
Robin Williams "The Non-Designer's Design Book: Design and Typographic Principles for the Visual Novice" covers these principles in a great way! goo.gl/qoG0Q
– Chris Hayes
Jun 29 '11 at 23:45
3
Like the acronym. When you're finished, do you say it looks like CRAP :p ?
– James P.
Mar 23 '13 at 5:35
1
@Chris There's now a newer (4th, 2014) edition of the Williams book.
– bitFlipper
Jun 23 '16 at 0:12
add a comment |
2
Robin Williams "The Non-Designer's Design Book: Design and Typographic Principles for the Visual Novice" covers these principles in a great way! goo.gl/qoG0Q
– Chris Hayes
Jun 29 '11 at 23:45
3
Like the acronym. When you're finished, do you say it looks like CRAP :p ?
– James P.
Mar 23 '13 at 5:35
1
@Chris There's now a newer (4th, 2014) edition of the Williams book.
– bitFlipper
Jun 23 '16 at 0:12
2
2
Robin Williams "The Non-Designer's Design Book: Design and Typographic Principles for the Visual Novice" covers these principles in a great way! goo.gl/qoG0Q
– Chris Hayes
Jun 29 '11 at 23:45
Robin Williams "The Non-Designer's Design Book: Design and Typographic Principles for the Visual Novice" covers these principles in a great way! goo.gl/qoG0Q
– Chris Hayes
Jun 29 '11 at 23:45
3
3
Like the acronym. When you're finished, do you say it looks like CRAP :p ?
– James P.
Mar 23 '13 at 5:35
Like the acronym. When you're finished, do you say it looks like CRAP :p ?
– James P.
Mar 23 '13 at 5:35
1
1
@Chris There's now a newer (4th, 2014) edition of the Williams book.
– bitFlipper
Jun 23 '16 at 0:12
@Chris There's now a newer (4th, 2014) edition of the Williams book.
– bitFlipper
Jun 23 '16 at 0:12
add a comment |
up vote
24
down vote
Never ask "Are you sure?". Just allow unlimited, reliable undo/redo.
6
You're right, but I don't think this is realistic. Implementing a rollback often require a lot of effort.
– Dimitri C.
Mar 12 '10 at 8:13
@Dimitri C.: Not nearly as much if you build it into the design from day -1. In a text editor, for example, you could just create a hidden directory and use Mercurial/Git/whatever to keep track of potentially destructive operations. The Command Software Design Pattern is also helpful. Google Mail is a nice example: have noticed that if you delete a thread there is no dialog box? Instead, there is a small notification bar which says something like: "You just moved a thread to the trashcan. [More Information] [Undo]"
– Jörg W Mittag
Mar 12 '10 at 14:00
add a comment |
up vote
24
down vote
Never ask "Are you sure?". Just allow unlimited, reliable undo/redo.
6
You're right, but I don't think this is realistic. Implementing a rollback often require a lot of effort.
– Dimitri C.
Mar 12 '10 at 8:13
@Dimitri C.: Not nearly as much if you build it into the design from day -1. In a text editor, for example, you could just create a hidden directory and use Mercurial/Git/whatever to keep track of potentially destructive operations. The Command Software Design Pattern is also helpful. Google Mail is a nice example: have noticed that if you delete a thread there is no dialog box? Instead, there is a small notification bar which says something like: "You just moved a thread to the trashcan. [More Information] [Undo]"
– Jörg W Mittag
Mar 12 '10 at 14:00
add a comment |
up vote
24
down vote
up vote
24
down vote
Never ask "Are you sure?". Just allow unlimited, reliable undo/redo.
Never ask "Are you sure?". Just allow unlimited, reliable undo/redo.
answered Sep 18 '08 at 11:45
Jörg W Mittag
286k62352543
286k62352543
6
You're right, but I don't think this is realistic. Implementing a rollback often require a lot of effort.
– Dimitri C.
Mar 12 '10 at 8:13
@Dimitri C.: Not nearly as much if you build it into the design from day -1. In a text editor, for example, you could just create a hidden directory and use Mercurial/Git/whatever to keep track of potentially destructive operations. The Command Software Design Pattern is also helpful. Google Mail is a nice example: have noticed that if you delete a thread there is no dialog box? Instead, there is a small notification bar which says something like: "You just moved a thread to the trashcan. [More Information] [Undo]"
– Jörg W Mittag
Mar 12 '10 at 14:00
add a comment |
6
You're right, but I don't think this is realistic. Implementing a rollback often require a lot of effort.
– Dimitri C.
Mar 12 '10 at 8:13
@Dimitri C.: Not nearly as much if you build it into the design from day -1. In a text editor, for example, you could just create a hidden directory and use Mercurial/Git/whatever to keep track of potentially destructive operations. The Command Software Design Pattern is also helpful. Google Mail is a nice example: have noticed that if you delete a thread there is no dialog box? Instead, there is a small notification bar which says something like: "You just moved a thread to the trashcan. [More Information] [Undo]"
– Jörg W Mittag
Mar 12 '10 at 14:00
6
6
You're right, but I don't think this is realistic. Implementing a rollback often require a lot of effort.
– Dimitri C.
Mar 12 '10 at 8:13
You're right, but I don't think this is realistic. Implementing a rollback often require a lot of effort.
– Dimitri C.
Mar 12 '10 at 8:13
@Dimitri C.: Not nearly as much if you build it into the design from day -1. In a text editor, for example, you could just create a hidden directory and use Mercurial/Git/whatever to keep track of potentially destructive operations. The Command Software Design Pattern is also helpful. Google Mail is a nice example: have noticed that if you delete a thread there is no dialog box? Instead, there is a small notification bar which says something like: "You just moved a thread to the trashcan. [More Information] [Undo]"
– Jörg W Mittag
Mar 12 '10 at 14:00
@Dimitri C.: Not nearly as much if you build it into the design from day -1. In a text editor, for example, you could just create a hidden directory and use Mercurial/Git/whatever to keep track of potentially destructive operations. The Command Software Design Pattern is also helpful. Google Mail is a nice example: have noticed that if you delete a thread there is no dialog box? Instead, there is a small notification bar which says something like: "You just moved a thread to the trashcan. [More Information] [Undo]"
– Jörg W Mittag
Mar 12 '10 at 14:00
add a comment |
up vote
11
down vote
Try to think about what your user wants to achieve instead of what the requirements are.
The user will enter your system and use it to achieve a goal. When you open up calc you need to make a simple fast calculation 90% of the time so that's why by default it is set to simple mode.
So don't think about what the application must do but think about the user which will be doing it, probably bored, and try to design based on what his intentions are, try to make his life easier.
add a comment |
up vote
11
down vote
Try to think about what your user wants to achieve instead of what the requirements are.
The user will enter your system and use it to achieve a goal. When you open up calc you need to make a simple fast calculation 90% of the time so that's why by default it is set to simple mode.
So don't think about what the application must do but think about the user which will be doing it, probably bored, and try to design based on what his intentions are, try to make his life easier.
add a comment |
up vote
11
down vote
up vote
11
down vote
Try to think about what your user wants to achieve instead of what the requirements are.
The user will enter your system and use it to achieve a goal. When you open up calc you need to make a simple fast calculation 90% of the time so that's why by default it is set to simple mode.
So don't think about what the application must do but think about the user which will be doing it, probably bored, and try to design based on what his intentions are, try to make his life easier.
Try to think about what your user wants to achieve instead of what the requirements are.
The user will enter your system and use it to achieve a goal. When you open up calc you need to make a simple fast calculation 90% of the time so that's why by default it is set to simple mode.
So don't think about what the application must do but think about the user which will be doing it, probably bored, and try to design based on what his intentions are, try to make his life easier.
answered Sep 18 '08 at 8:31
Jorge Córdoba
31.2k868117
31.2k868117
add a comment |
add a comment |
up vote
8
down vote
If you're doing anything for the web, or any front-facing software application for that matter, you really owe it to yourself to read...
Don't make me think - Steve Krug
add a comment |
up vote
8
down vote
If you're doing anything for the web, or any front-facing software application for that matter, you really owe it to yourself to read...
Don't make me think - Steve Krug
add a comment |
up vote
8
down vote
up vote
8
down vote
If you're doing anything for the web, or any front-facing software application for that matter, you really owe it to yourself to read...
Don't make me think - Steve Krug
If you're doing anything for the web, or any front-facing software application for that matter, you really owe it to yourself to read...
Don't make me think - Steve Krug
answered Sep 18 '08 at 8:27
Ali Parr
3,71132431
3,71132431
add a comment |
add a comment |
up vote
7
down vote
Breadcrumbs in webapps:
Tell -> The -> User -> Where -> She -> Is in the system
This is pretty hard to do in "dynamic" systems with multiple paths to the same data, but it often helps navigate the system.
2
Jared Spool did some user testing on this and learned that only coputer savvy people use breadcrumbs. Normal visitors don't get this concept.
– Silviu Postavaru
Jun 2 '09 at 9:48
1
It might be so. But a quick read on Spool's article uie.com/brainsparks/2005/09/26/value-of-breadcrumbs gives me the impression that he thinks that breadcrumbs are just a navigational tool for the user. In my opinion they're also a good "page heading". Also, Spool's article is far from scientific...
– kosoant
Jun 3 '09 at 6:00
I think these would actually be pretty good in some desktop apps too!
– paulm
Feb 6 '13 at 19:59
add a comment |
up vote
7
down vote
Breadcrumbs in webapps:
Tell -> The -> User -> Where -> She -> Is in the system
This is pretty hard to do in "dynamic" systems with multiple paths to the same data, but it often helps navigate the system.
2
Jared Spool did some user testing on this and learned that only coputer savvy people use breadcrumbs. Normal visitors don't get this concept.
– Silviu Postavaru
Jun 2 '09 at 9:48
1
It might be so. But a quick read on Spool's article uie.com/brainsparks/2005/09/26/value-of-breadcrumbs gives me the impression that he thinks that breadcrumbs are just a navigational tool for the user. In my opinion they're also a good "page heading". Also, Spool's article is far from scientific...
– kosoant
Jun 3 '09 at 6:00
I think these would actually be pretty good in some desktop apps too!
– paulm
Feb 6 '13 at 19:59
add a comment |
up vote
7
down vote
up vote
7
down vote
Breadcrumbs in webapps:
Tell -> The -> User -> Where -> She -> Is in the system
This is pretty hard to do in "dynamic" systems with multiple paths to the same data, but it often helps navigate the system.
Breadcrumbs in webapps:
Tell -> The -> User -> Where -> She -> Is in the system
This is pretty hard to do in "dynamic" systems with multiple paths to the same data, but it often helps navigate the system.
answered Sep 18 '08 at 8:44
kosoant
8,67472637
8,67472637
2
Jared Spool did some user testing on this and learned that only coputer savvy people use breadcrumbs. Normal visitors don't get this concept.
– Silviu Postavaru
Jun 2 '09 at 9:48
1
It might be so. But a quick read on Spool's article uie.com/brainsparks/2005/09/26/value-of-breadcrumbs gives me the impression that he thinks that breadcrumbs are just a navigational tool for the user. In my opinion they're also a good "page heading". Also, Spool's article is far from scientific...
– kosoant
Jun 3 '09 at 6:00
I think these would actually be pretty good in some desktop apps too!
– paulm
Feb 6 '13 at 19:59
add a comment |
2
Jared Spool did some user testing on this and learned that only coputer savvy people use breadcrumbs. Normal visitors don't get this concept.
– Silviu Postavaru
Jun 2 '09 at 9:48
1
It might be so. But a quick read on Spool's article uie.com/brainsparks/2005/09/26/value-of-breadcrumbs gives me the impression that he thinks that breadcrumbs are just a navigational tool for the user. In my opinion they're also a good "page heading". Also, Spool's article is far from scientific...
– kosoant
Jun 3 '09 at 6:00
I think these would actually be pretty good in some desktop apps too!
– paulm
Feb 6 '13 at 19:59
2
2
Jared Spool did some user testing on this and learned that only coputer savvy people use breadcrumbs. Normal visitors don't get this concept.
– Silviu Postavaru
Jun 2 '09 at 9:48
Jared Spool did some user testing on this and learned that only coputer savvy people use breadcrumbs. Normal visitors don't get this concept.
– Silviu Postavaru
Jun 2 '09 at 9:48
1
1
It might be so. But a quick read on Spool's article uie.com/brainsparks/2005/09/26/value-of-breadcrumbs gives me the impression that he thinks that breadcrumbs are just a navigational tool for the user. In my opinion they're also a good "page heading". Also, Spool's article is far from scientific...
– kosoant
Jun 3 '09 at 6:00
It might be so. But a quick read on Spool's article uie.com/brainsparks/2005/09/26/value-of-breadcrumbs gives me the impression that he thinks that breadcrumbs are just a navigational tool for the user. In my opinion they're also a good "page heading". Also, Spool's article is far from scientific...
– kosoant
Jun 3 '09 at 6:00
I think these would actually be pretty good in some desktop apps too!
– paulm
Feb 6 '13 at 19:59
I think these would actually be pretty good in some desktop apps too!
– paulm
Feb 6 '13 at 19:59
add a comment |
up vote
6
down vote
I try to adapt to the environment.
When developing for an Windows application, I use the Windows Vista User Experience Guidelines but when I'm developing an web application I use the appropriate guidelines, because I develop Dutch websites I use the "Drempelvrij" guidelines which are based on the Web Content Accessibility Guidelines (WCAG 1.0) by the World Wide Web Consortium (W3C).
The reason I do this is to reduce the learning curve of a new user.
add a comment |
up vote
6
down vote
I try to adapt to the environment.
When developing for an Windows application, I use the Windows Vista User Experience Guidelines but when I'm developing an web application I use the appropriate guidelines, because I develop Dutch websites I use the "Drempelvrij" guidelines which are based on the Web Content Accessibility Guidelines (WCAG 1.0) by the World Wide Web Consortium (W3C).
The reason I do this is to reduce the learning curve of a new user.
add a comment |
up vote
6
down vote
up vote
6
down vote
I try to adapt to the environment.
When developing for an Windows application, I use the Windows Vista User Experience Guidelines but when I'm developing an web application I use the appropriate guidelines, because I develop Dutch websites I use the "Drempelvrij" guidelines which are based on the Web Content Accessibility Guidelines (WCAG 1.0) by the World Wide Web Consortium (W3C).
The reason I do this is to reduce the learning curve of a new user.
I try to adapt to the environment.
When developing for an Windows application, I use the Windows Vista User Experience Guidelines but when I'm developing an web application I use the appropriate guidelines, because I develop Dutch websites I use the "Drempelvrij" guidelines which are based on the Web Content Accessibility Guidelines (WCAG 1.0) by the World Wide Web Consortium (W3C).
The reason I do this is to reduce the learning curve of a new user.
edited Sep 18 '08 at 11:51
answered Sep 18 '08 at 8:02
Davy Landman
12.7k53970
12.7k53970
add a comment |
add a comment |
up vote
6
down vote
I would recommend to get a good solid understanding of GUI design by reading the book The Design of Everyday Things. Although the main printable is a comment from Joel Spolsky: When the behavior of the application differs to what the user expects to happen then you have a problem with your graphical user interface.
The best example is, when somebody swaps around the OK and Cancel button on some web sites. The user expects the OK button to be on the left, and the Cancel button to be on the right. So in short, when the application behavior differs to what the user expects what to happen then you have a user interface design problem.
Although, the best advice, in no matter what design or design pattern you follow, is to keep the design and conventions consistent throughout the application.
add a comment |
up vote
6
down vote
I would recommend to get a good solid understanding of GUI design by reading the book The Design of Everyday Things. Although the main printable is a comment from Joel Spolsky: When the behavior of the application differs to what the user expects to happen then you have a problem with your graphical user interface.
The best example is, when somebody swaps around the OK and Cancel button on some web sites. The user expects the OK button to be on the left, and the Cancel button to be on the right. So in short, when the application behavior differs to what the user expects what to happen then you have a user interface design problem.
Although, the best advice, in no matter what design or design pattern you follow, is to keep the design and conventions consistent throughout the application.
add a comment |
up vote
6
down vote
up vote
6
down vote
I would recommend to get a good solid understanding of GUI design by reading the book The Design of Everyday Things. Although the main printable is a comment from Joel Spolsky: When the behavior of the application differs to what the user expects to happen then you have a problem with your graphical user interface.
The best example is, when somebody swaps around the OK and Cancel button on some web sites. The user expects the OK button to be on the left, and the Cancel button to be on the right. So in short, when the application behavior differs to what the user expects what to happen then you have a user interface design problem.
Although, the best advice, in no matter what design or design pattern you follow, is to keep the design and conventions consistent throughout the application.
I would recommend to get a good solid understanding of GUI design by reading the book The Design of Everyday Things. Although the main printable is a comment from Joel Spolsky: When the behavior of the application differs to what the user expects to happen then you have a problem with your graphical user interface.
The best example is, when somebody swaps around the OK and Cancel button on some web sites. The user expects the OK button to be on the left, and the Cancel button to be on the right. So in short, when the application behavior differs to what the user expects what to happen then you have a user interface design problem.
Although, the best advice, in no matter what design or design pattern you follow, is to keep the design and conventions consistent throughout the application.
edited Feb 21 '12 at 20:43
Peter Mortensen
13.3k1983111
13.3k1983111
answered Sep 18 '08 at 8:03
Chad
2,04722236
2,04722236
add a comment |
add a comment |
up vote
3
down vote
Avoid asking the user to make choices whenever you can (i.e. don't create a fork with a configuration dialog!)
For every option and every message box, ask yourself: can I instead come up with some reasonable default behavior that
- makes sense?
- does not get in the user's way?
- is easy enough to learn that it costs little to the user that I impose this on him?
I can use my Palm handheld as an example: the settings are really minimalistic, and I'm quite happy with that. The basic applications are well designed enough that I can simply use them without feeling the need for tweaking. Ok, there are some things I can't do, and in fact I sort of had to adapt myself to the tool (instead of the opposite), but in the end this really makes my life easier.
This website is another example: you can't configure anything, and yet I find it really nice to use.
Reasonable defaults can be hard to figure out, and simple usability tests can provide a lot of clues to help you with that.
add a comment |
up vote
3
down vote
Avoid asking the user to make choices whenever you can (i.e. don't create a fork with a configuration dialog!)
For every option and every message box, ask yourself: can I instead come up with some reasonable default behavior that
- makes sense?
- does not get in the user's way?
- is easy enough to learn that it costs little to the user that I impose this on him?
I can use my Palm handheld as an example: the settings are really minimalistic, and I'm quite happy with that. The basic applications are well designed enough that I can simply use them without feeling the need for tweaking. Ok, there are some things I can't do, and in fact I sort of had to adapt myself to the tool (instead of the opposite), but in the end this really makes my life easier.
This website is another example: you can't configure anything, and yet I find it really nice to use.
Reasonable defaults can be hard to figure out, and simple usability tests can provide a lot of clues to help you with that.
add a comment |
up vote
3
down vote
up vote
3
down vote
Avoid asking the user to make choices whenever you can (i.e. don't create a fork with a configuration dialog!)
For every option and every message box, ask yourself: can I instead come up with some reasonable default behavior that
- makes sense?
- does not get in the user's way?
- is easy enough to learn that it costs little to the user that I impose this on him?
I can use my Palm handheld as an example: the settings are really minimalistic, and I'm quite happy with that. The basic applications are well designed enough that I can simply use them without feeling the need for tweaking. Ok, there are some things I can't do, and in fact I sort of had to adapt myself to the tool (instead of the opposite), but in the end this really makes my life easier.
This website is another example: you can't configure anything, and yet I find it really nice to use.
Reasonable defaults can be hard to figure out, and simple usability tests can provide a lot of clues to help you with that.
Avoid asking the user to make choices whenever you can (i.e. don't create a fork with a configuration dialog!)
For every option and every message box, ask yourself: can I instead come up with some reasonable default behavior that
- makes sense?
- does not get in the user's way?
- is easy enough to learn that it costs little to the user that I impose this on him?
I can use my Palm handheld as an example: the settings are really minimalistic, and I'm quite happy with that. The basic applications are well designed enough that I can simply use them without feeling the need for tweaking. Ok, there are some things I can't do, and in fact I sort of had to adapt myself to the tool (instead of the opposite), but in the end this really makes my life easier.
This website is another example: you can't configure anything, and yet I find it really nice to use.
Reasonable defaults can be hard to figure out, and simple usability tests can provide a lot of clues to help you with that.
answered Sep 18 '08 at 8:57
Carl Seleborg
9,99474969
9,99474969
add a comment |
add a comment |
up vote
3
down vote
Show the interface to a sample of users. Ask them to perform a typical task. Watch for their mistakes. Listen to their comments. Make changes and repeat.
Make sure it's a representative sample of your customers. We use an intern for this and we have to give them special instructions to include the over 30 crowd.
– Clay Nichols
Nov 22 '08 at 22:27
add a comment |
up vote
3
down vote
Show the interface to a sample of users. Ask them to perform a typical task. Watch for their mistakes. Listen to their comments. Make changes and repeat.
Make sure it's a representative sample of your customers. We use an intern for this and we have to give them special instructions to include the over 30 crowd.
– Clay Nichols
Nov 22 '08 at 22:27
add a comment |
up vote
3
down vote
up vote
3
down vote
Show the interface to a sample of users. Ask them to perform a typical task. Watch for their mistakes. Listen to their comments. Make changes and repeat.
Show the interface to a sample of users. Ask them to perform a typical task. Watch for their mistakes. Listen to their comments. Make changes and repeat.
answered Sep 18 '08 at 9:06
Kramii
5,05342535
5,05342535
Make sure it's a representative sample of your customers. We use an intern for this and we have to give them special instructions to include the over 30 crowd.
– Clay Nichols
Nov 22 '08 at 22:27
add a comment |
Make sure it's a representative sample of your customers. We use an intern for this and we have to give them special instructions to include the over 30 crowd.
– Clay Nichols
Nov 22 '08 at 22:27
Make sure it's a representative sample of your customers. We use an intern for this and we have to give them special instructions to include the over 30 crowd.
– Clay Nichols
Nov 22 '08 at 22:27
Make sure it's a representative sample of your customers. We use an intern for this and we have to give them special instructions to include the over 30 crowd.
– Clay Nichols
Nov 22 '08 at 22:27
add a comment |
up vote
2
down vote
The Design of Everyday Things - Donald Norman
A canon of design lore and the basis of many HCI courses at universities around the world. You won't design a great GUI in five minutes with a few comments from a web forum, but some principles will get your thinking pointed the right way.
--
MC
I would add that his Emotional Design is also very worth a read.
– Travis
Nov 8 '13 at 20:49
add a comment |
up vote
2
down vote
The Design of Everyday Things - Donald Norman
A canon of design lore and the basis of many HCI courses at universities around the world. You won't design a great GUI in five minutes with a few comments from a web forum, but some principles will get your thinking pointed the right way.
--
MC
I would add that his Emotional Design is also very worth a read.
– Travis
Nov 8 '13 at 20:49
add a comment |
up vote
2
down vote
up vote
2
down vote
The Design of Everyday Things - Donald Norman
A canon of design lore and the basis of many HCI courses at universities around the world. You won't design a great GUI in five minutes with a few comments from a web forum, but some principles will get your thinking pointed the right way.
--
MC
The Design of Everyday Things - Donald Norman
A canon of design lore and the basis of many HCI courses at universities around the world. You won't design a great GUI in five minutes with a few comments from a web forum, but some principles will get your thinking pointed the right way.
--
MC
answered Sep 18 '08 at 8:39
Michael Carden
I would add that his Emotional Design is also very worth a read.
– Travis
Nov 8 '13 at 20:49
add a comment |
I would add that his Emotional Design is also very worth a read.
– Travis
Nov 8 '13 at 20:49
I would add that his Emotional Design is also very worth a read.
– Travis
Nov 8 '13 at 20:49
I would add that his Emotional Design is also very worth a read.
– Travis
Nov 8 '13 at 20:49
add a comment |
up vote
2
down vote
When constructing error messages make the error message be
the answers to these 3 questions (in that order):
What happened?
Why did it happen?
What can be done about it?
This is from "Human Interface Guidelines: The Apple Desktop
Interface" (1987, ISBN 0-201-17753-6), but it can be used
for any error message anywhere.
There is an updated version for Mac OS X.
The Microsoft page
User Interface Messages
says the same thing: "... in the case of an error message,
you should include the issue, the cause, and the user action
to correct the problem."
Also include any information that is known by the program,
not just some fixed string. E.g. for the "Why did it happen" part of the error message use "Raw spectrum file
L:refDataForMascotParserTripleEncodingQ1LCMS190203_01Doub
leArg.wiff does not exist" instead of just "File does
not exist".
Contrast this with the infamous error message: "An error
happend.".
add a comment |
up vote
2
down vote
When constructing error messages make the error message be
the answers to these 3 questions (in that order):
What happened?
Why did it happen?
What can be done about it?
This is from "Human Interface Guidelines: The Apple Desktop
Interface" (1987, ISBN 0-201-17753-6), but it can be used
for any error message anywhere.
There is an updated version for Mac OS X.
The Microsoft page
User Interface Messages
says the same thing: "... in the case of an error message,
you should include the issue, the cause, and the user action
to correct the problem."
Also include any information that is known by the program,
not just some fixed string. E.g. for the "Why did it happen" part of the error message use "Raw spectrum file
L:refDataForMascotParserTripleEncodingQ1LCMS190203_01Doub
leArg.wiff does not exist" instead of just "File does
not exist".
Contrast this with the infamous error message: "An error
happend.".
add a comment |
up vote
2
down vote
up vote
2
down vote
When constructing error messages make the error message be
the answers to these 3 questions (in that order):
What happened?
Why did it happen?
What can be done about it?
This is from "Human Interface Guidelines: The Apple Desktop
Interface" (1987, ISBN 0-201-17753-6), but it can be used
for any error message anywhere.
There is an updated version for Mac OS X.
The Microsoft page
User Interface Messages
says the same thing: "... in the case of an error message,
you should include the issue, the cause, and the user action
to correct the problem."
Also include any information that is known by the program,
not just some fixed string. E.g. for the "Why did it happen" part of the error message use "Raw spectrum file
L:refDataForMascotParserTripleEncodingQ1LCMS190203_01Doub
leArg.wiff does not exist" instead of just "File does
not exist".
Contrast this with the infamous error message: "An error
happend.".
When constructing error messages make the error message be
the answers to these 3 questions (in that order):
What happened?
Why did it happen?
What can be done about it?
This is from "Human Interface Guidelines: The Apple Desktop
Interface" (1987, ISBN 0-201-17753-6), but it can be used
for any error message anywhere.
There is an updated version for Mac OS X.
The Microsoft page
User Interface Messages
says the same thing: "... in the case of an error message,
you should include the issue, the cause, and the user action
to correct the problem."
Also include any information that is known by the program,
not just some fixed string. E.g. for the "Why did it happen" part of the error message use "Raw spectrum file
L:refDataForMascotParserTripleEncodingQ1LCMS190203_01Doub
leArg.wiff does not exist" instead of just "File does
not exist".
Contrast this with the infamous error message: "An error
happend.".
edited Jul 28 '10 at 21:44
community wiki
2 revs
Peter Mortensen
add a comment |
add a comment |
up vote
1
down vote
(Stolen from Joel :o) )
Don't disable/remove options - rather give a helpful message when the user click/select it.
1
I also read that article, but think it works for most of the time, but not always. In some scenario you have to hide/disable menu options. Think about this: you have the Paste menupoint always visible and enabled and when you click on it, it will show a message: You have nothing to paste. :-)
– Biri
Sep 18 '08 at 8:03
1
One of the rare occasions where I completely disagree with Joel: Disabling menu options gives a direct feedback - 'not available now'. Save the user the action (and the disappointment) of having to click on a menu to find out. Hiding menu options is bad, though
– Treb
Oct 4 '08 at 7:59
add a comment |
up vote
1
down vote
(Stolen from Joel :o) )
Don't disable/remove options - rather give a helpful message when the user click/select it.
1
I also read that article, but think it works for most of the time, but not always. In some scenario you have to hide/disable menu options. Think about this: you have the Paste menupoint always visible and enabled and when you click on it, it will show a message: You have nothing to paste. :-)
– Biri
Sep 18 '08 at 8:03
1
One of the rare occasions where I completely disagree with Joel: Disabling menu options gives a direct feedback - 'not available now'. Save the user the action (and the disappointment) of having to click on a menu to find out. Hiding menu options is bad, though
– Treb
Oct 4 '08 at 7:59
add a comment |
up vote
1
down vote
up vote
1
down vote
(Stolen from Joel :o) )
Don't disable/remove options - rather give a helpful message when the user click/select it.
(Stolen from Joel :o) )
Don't disable/remove options - rather give a helpful message when the user click/select it.
answered Sep 18 '08 at 7:59
slashmais
4,87974371
4,87974371
1
I also read that article, but think it works for most of the time, but not always. In some scenario you have to hide/disable menu options. Think about this: you have the Paste menupoint always visible and enabled and when you click on it, it will show a message: You have nothing to paste. :-)
– Biri
Sep 18 '08 at 8:03
1
One of the rare occasions where I completely disagree with Joel: Disabling menu options gives a direct feedback - 'not available now'. Save the user the action (and the disappointment) of having to click on a menu to find out. Hiding menu options is bad, though
– Treb
Oct 4 '08 at 7:59
add a comment |
1
I also read that article, but think it works for most of the time, but not always. In some scenario you have to hide/disable menu options. Think about this: you have the Paste menupoint always visible and enabled and when you click on it, it will show a message: You have nothing to paste. :-)
– Biri
Sep 18 '08 at 8:03
1
One of the rare occasions where I completely disagree with Joel: Disabling menu options gives a direct feedback - 'not available now'. Save the user the action (and the disappointment) of having to click on a menu to find out. Hiding menu options is bad, though
– Treb
Oct 4 '08 at 7:59
1
1
I also read that article, but think it works for most of the time, but not always. In some scenario you have to hide/disable menu options. Think about this: you have the Paste menupoint always visible and enabled and when you click on it, it will show a message: You have nothing to paste. :-)
– Biri
Sep 18 '08 at 8:03
I also read that article, but think it works for most of the time, but not always. In some scenario you have to hide/disable menu options. Think about this: you have the Paste menupoint always visible and enabled and when you click on it, it will show a message: You have nothing to paste. :-)
– Biri
Sep 18 '08 at 8:03
1
1
One of the rare occasions where I completely disagree with Joel: Disabling menu options gives a direct feedback - 'not available now'. Save the user the action (and the disappointment) of having to click on a menu to find out. Hiding menu options is bad, though
– Treb
Oct 4 '08 at 7:59
One of the rare occasions where I completely disagree with Joel: Disabling menu options gives a direct feedback - 'not available now'. Save the user the action (and the disappointment) of having to click on a menu to find out. Hiding menu options is bad, though
– Treb
Oct 4 '08 at 7:59
add a comment |
up vote
1
down vote
As my data structure professor pointed today: Give instructions on how your program works to the average user. We programmers often think we're pretty logical with our programs, but the average user probably won't know what to do.
add a comment |
up vote
1
down vote
As my data structure professor pointed today: Give instructions on how your program works to the average user. We programmers often think we're pretty logical with our programs, but the average user probably won't know what to do.
add a comment |
up vote
1
down vote
up vote
1
down vote
As my data structure professor pointed today: Give instructions on how your program works to the average user. We programmers often think we're pretty logical with our programs, but the average user probably won't know what to do.
As my data structure professor pointed today: Give instructions on how your program works to the average user. We programmers often think we're pretty logical with our programs, but the average user probably won't know what to do.
edited Feb 21 '12 at 20:44
Peter Mortensen
13.3k1983111
13.3k1983111
answered Sep 18 '08 at 8:03
marioBonales
8626
8626
add a comment |
add a comment |
up vote
1
down vote
Use discreet/simple animated features to create seamless transitions from one section the the other. This helps the user to create a mental map of navigation/structure.
Use short (one word if possible) titles on the buttons that describe clearly the essence of the action.
Use semantic zooming where possible (a good example is how zooming works on Google/Bing maps, where more information is visible when you focus on an area).
Create at least two ways to navigate: Vertical and horizontal. Vertical when you navigate between different sections and horizontal when you navigate within the contents of the section or subsection.
Always keep the main options nodes of your structure visible (where the size of the screen and the type of device allows it).
When you go deep into the structure always keep a visible hint (i.e. such as in the form of a path) indicating where you are.
Hide elements when you want the user to focus on data (such as reading an article or viewing a project). - however beware of point #5 and #4.
add a comment |
up vote
1
down vote
Use discreet/simple animated features to create seamless transitions from one section the the other. This helps the user to create a mental map of navigation/structure.
Use short (one word if possible) titles on the buttons that describe clearly the essence of the action.
Use semantic zooming where possible (a good example is how zooming works on Google/Bing maps, where more information is visible when you focus on an area).
Create at least two ways to navigate: Vertical and horizontal. Vertical when you navigate between different sections and horizontal when you navigate within the contents of the section or subsection.
Always keep the main options nodes of your structure visible (where the size of the screen and the type of device allows it).
When you go deep into the structure always keep a visible hint (i.e. such as in the form of a path) indicating where you are.
Hide elements when you want the user to focus on data (such as reading an article or viewing a project). - however beware of point #5 and #4.
add a comment |
up vote
1
down vote
up vote
1
down vote
Use discreet/simple animated features to create seamless transitions from one section the the other. This helps the user to create a mental map of navigation/structure.
Use short (one word if possible) titles on the buttons that describe clearly the essence of the action.
Use semantic zooming where possible (a good example is how zooming works on Google/Bing maps, where more information is visible when you focus on an area).
Create at least two ways to navigate: Vertical and horizontal. Vertical when you navigate between different sections and horizontal when you navigate within the contents of the section or subsection.
Always keep the main options nodes of your structure visible (where the size of the screen and the type of device allows it).
When you go deep into the structure always keep a visible hint (i.e. such as in the form of a path) indicating where you are.
Hide elements when you want the user to focus on data (such as reading an article or viewing a project). - however beware of point #5 and #4.
Use discreet/simple animated features to create seamless transitions from one section the the other. This helps the user to create a mental map of navigation/structure.
Use short (one word if possible) titles on the buttons that describe clearly the essence of the action.
Use semantic zooming where possible (a good example is how zooming works on Google/Bing maps, where more information is visible when you focus on an area).
Create at least two ways to navigate: Vertical and horizontal. Vertical when you navigate between different sections and horizontal when you navigate within the contents of the section or subsection.
Always keep the main options nodes of your structure visible (where the size of the screen and the type of device allows it).
When you go deep into the structure always keep a visible hint (i.e. such as in the form of a path) indicating where you are.
Hide elements when you want the user to focus on data (such as reading an article or viewing a project). - however beware of point #5 and #4.
edited Jul 31 '17 at 17:23
community wiki
2 revs, 2 users 78%
vasilis
add a comment |
add a comment |
up vote
0
down vote
Be Powerful and Simple
Oh, and hire a designer / learn design skills. :)
add a comment |
up vote
0
down vote
Be Powerful and Simple
Oh, and hire a designer / learn design skills. :)
add a comment |
up vote
0
down vote
up vote
0
down vote
Be Powerful and Simple
Oh, and hire a designer / learn design skills. :)
Be Powerful and Simple
Oh, and hire a designer / learn design skills. :)
answered Sep 18 '08 at 9:50
Nidonocu
6,13563443
6,13563443
add a comment |
add a comment |
up vote
0
down vote
With GUIs, standards are kind of platform specific. E.g. While developing GUI in Eclipse this link provides decent guideline.
add a comment |
up vote
0
down vote
With GUIs, standards are kind of platform specific. E.g. While developing GUI in Eclipse this link provides decent guideline.
add a comment |
up vote
0
down vote
up vote
0
down vote
With GUIs, standards are kind of platform specific. E.g. While developing GUI in Eclipse this link provides decent guideline.
With GUIs, standards are kind of platform specific. E.g. While developing GUI in Eclipse this link provides decent guideline.
answered Jan 7 '14 at 14:42
community wiki
Hammad
add a comment |
add a comment |
up vote
0
down vote
I've read most of the above and one thing that I'm not seeing mentioned:
If users are meant to use the interface ONCE, showing only what they need to use if possible is great.
If the user interface is going to be used repeatedly by the same user, but maybe not very often, disabling controls is better than hiding them: the user interface changing and hidden features not being obvious (or remembered) by an occasional user is frustrating to the user.
If the user interface is going to be used VERY REGULARLY by the same user (and there is not a lot of turnover in the job i.e. not a lot of new users coming online all the time) disabling controls is absolutely helpful and the user will become accustomed to the reasons why things happen but preventing them from using controls accidentally in improper contexts appreciated and prevents errors.
Just my opinion, but it all goes back to understanding your user profile, not just what a single user session might entail.
add a comment |
up vote
0
down vote
I've read most of the above and one thing that I'm not seeing mentioned:
If users are meant to use the interface ONCE, showing only what they need to use if possible is great.
If the user interface is going to be used repeatedly by the same user, but maybe not very often, disabling controls is better than hiding them: the user interface changing and hidden features not being obvious (or remembered) by an occasional user is frustrating to the user.
If the user interface is going to be used VERY REGULARLY by the same user (and there is not a lot of turnover in the job i.e. not a lot of new users coming online all the time) disabling controls is absolutely helpful and the user will become accustomed to the reasons why things happen but preventing them from using controls accidentally in improper contexts appreciated and prevents errors.
Just my opinion, but it all goes back to understanding your user profile, not just what a single user session might entail.
add a comment |
up vote
0
down vote
up vote
0
down vote
I've read most of the above and one thing that I'm not seeing mentioned:
If users are meant to use the interface ONCE, showing only what they need to use if possible is great.
If the user interface is going to be used repeatedly by the same user, but maybe not very often, disabling controls is better than hiding them: the user interface changing and hidden features not being obvious (or remembered) by an occasional user is frustrating to the user.
If the user interface is going to be used VERY REGULARLY by the same user (and there is not a lot of turnover in the job i.e. not a lot of new users coming online all the time) disabling controls is absolutely helpful and the user will become accustomed to the reasons why things happen but preventing them from using controls accidentally in improper contexts appreciated and prevents errors.
Just my opinion, but it all goes back to understanding your user profile, not just what a single user session might entail.
I've read most of the above and one thing that I'm not seeing mentioned:
If users are meant to use the interface ONCE, showing only what they need to use if possible is great.
If the user interface is going to be used repeatedly by the same user, but maybe not very often, disabling controls is better than hiding them: the user interface changing and hidden features not being obvious (or remembered) by an occasional user is frustrating to the user.
If the user interface is going to be used VERY REGULARLY by the same user (and there is not a lot of turnover in the job i.e. not a lot of new users coming online all the time) disabling controls is absolutely helpful and the user will become accustomed to the reasons why things happen but preventing them from using controls accidentally in improper contexts appreciated and prevents errors.
Just my opinion, but it all goes back to understanding your user profile, not just what a single user session might entail.
answered Apr 8 at 20:12
community wiki
Ryan Germann
add a comment |
add a comment |
Related question: stackoverflow.com/questions/51050/…
– Marcio Aguiar
Sep 18 '08 at 7:59
It's a rather all-encompassing question... zone in a little bit more.. I posted MVP first.. thinking you're interested in UI design alternatives.
– Gishu
Sep 18 '08 at 8:01
My aim is in the end to glean what are used in the field - not the text-book academic views, but practices that actually makes things really useful.
– slashmais
Sep 18 '08 at 9:31
Related: What are some good usability guidelines an average developer should follow?
– Peter Mortensen
Feb 3 '12 at 12:09