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Usability Engineering General guidelines

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Usability Engineering General guidelines

Usability Engineering General guidelines

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  • 1. Usability Engineering Topic Of Presentation:.:: General Guidelines::.
  • 2. What is Guideline?A detailed plan or explanation to guide you in setting standards or determining a course of actionA rule or principle that provides guidance to appropriate behaviorA guideline is any document that aims to streamline particular processes according to a set routine
  • 3. Guidelines may be issued by and used by any organization (governmental or private) to make the actions of its employees or divisions more predictable, and presumably of higher quality.Contd. . .
  • 4.  In any given project, several different levels of guidelines should be used General guidelines are applicable to all user interfaces Category-specific guidelines are for the kind of system being developed e.g. Guidelines for: Window-based administrative data processing Voice interfaces accessed through telephone keypads Product-specific guidelines are for the individual product.General Guidelines in U.E
  • 5. General Guidelines for: User Interface Design
  • 6. Visibility of system status:The system should always keep usersinformed about what is going on, throughappropriate feedback within reasonable time.
  • 7. Match between system and the real world: The system should speak the users language,with words, phrases and concepts familiar tothe user, rather than system-oriented terms.Follow real-world conventions, makinginformation appear in a natural and logicalorder.
  • 8. User control and freedom:Users often choose system functions bymistake and will need a clearly marked"emergency exit" to leave the unwantedstate without having to go through anextended dialogue. Support undo and redo.
  • 9. Consistency and standards:Users should not have to wonder whetherdifferent words, situations, or actions meanthe same thing. Follow platformconventions
  • 10. Error prevention:Even better than good error messages is acareful design which prevents a problemfrom occurring in the first place.Either eliminate error-prone conditions orcheck for them and present users with aconfirmation option before they commit tothe action
  • 11. Recognition rather than recall :Minimize the users memory load by makingobjects, actions, and options visible. The user should not have to rememberinformation from one part of the dialogue toanother.Instructions for use of the system should bevisible or easily retrievable wheneverappropriate.
  • 12. Flexibility and efficiency of use :Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  • 13. Aesthetic and minimalist design :Dialogues should not contain informationwhich is irrelevant or rarely needed.Every extra unit of information in adialogue competes with the relevant unitsof information and diminishes their relativevisibility.
  • 14. Help users recognize, diagnose, andrecover fromerrors :Error messages should be expressed inplain language (no codes)precisely indicate the problem, andconstructively suggest a solution
  • 15. Help and documentation:Even though it is better if the system canbe used without documentationIt may be necessary to provide help anddocumentation.Any such information should be easy tosearch, focused on the users task List concrete steps to be carried out, andnot be too large.