IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell

Harald Felgner, PhD
Harald Felgner, PhDEncouraging to cross boundaries: IT vs #Marketing, local vs global, from #Agile to #Innovation in #Xperience #Strategy
IA Interfaces
⁄  From
 Jenifer Tidwell
 Designing Interfaces
 O’Reilly, 2005
2. Organizing the
                                        3. Getting Around
1. What Users Do     Content – IA &
                                           – Navigation
                        Structure


                                           6. Showing
                    5. Doing Things –
4. Organizing the                        Complex Data –
                        Actions &
 Page – Layout                            Information
                       Commands
                                            Graphics


 7. Getting Input                       9. Making it look
                     8. Builders and
  From Users –                            good – Visual
                         Editors
Forms & Controls                        Style & Aesthetics
1. What Users Do
A Means to an    User Research     Motivation to
End              •  Direct         Learn
•  Why?             observation    •  Intermediate-to-
•  Why really?   •  Case studies      expert users
                 •  Surveys        •  Occasional users
                 •  Personas       •  The middle
                                      ground
Human       1.1 Safe      1.2 Instant         1.3
Behaviors   Exploration   Gratification    Satisficing


            1.4 Changes                       1.6
                          1.5 Deferred
                 in                       Incremental
                            Choices
             Midstream                    Construction

                                              1.9
               1.7         1.8 Spatial
                                          Streamlined
            Habituation     Memory
                                           Repetition

               1.10          1.11          1.12 Other
            Prospective    Keyboard         People‘s
             Memory          Only            Advice
⁄  “Let me explore without getting lost or getting into trouble.”


⁄  Make it possible to explore without dire consequences
⁄  Avoid pop-ups and provide a predictable back button


⁄  Patterns:

3.31 Escape Hatch - 5.51 Multi-level
Undo
⁄  “I want to accomplish something now, not later.”


⁄  Make the first screen stunningly easy
⁄  Don’t hide functionality behind a splash screen
⁄  Don’t put long sets of instructions in front of the first task
⁄  Don’t use “(Skip this) Ad!”
⁄  “This is good enough. I don’t want to spend more time
  learning to do better.”

⁄  Make labels short
⁄  Simplify the layout
⁄  Use forward/ backward navigation
⁄  “Don’t Make Me Think”
⁄  Use the layout to communicate meaning



All patterns 4.32-4.43
⁄  “I changed my mind about what I was doing.”


⁄  Provide opportunities
⁄  Don’t lock users into a choice-poor environment
⁄  Provide re-entrance: “I’ll finish it later”



2.17 Wizard - 3.22 Global Navigation -
3.23 Hub and Spoke - 3.25 Modal
Panel - 3.27 Breadcrumbs - 7.77 Good
Defaults
⁄  “I don’t want to answer that now; just let me finish.”


⁄  Keep registration hurdles to the bare minimum
⁄  Don’t require a first-time registration at all
⁄  “You can always change this later”
⁄  Don’t offer too many up-front choices



2.18 Extras on Demand - 7.77 Good
Defaults
⁄  “Let me change this. That doesn’t look right; let me change
  it again. That’s better.”

⁄  Make it easy to build small pieces one at a time
⁄  Keep the interface responsive to quick changes
⁄  Give feedback
⁄  Induce a state of “flow”
⁄  “That gesture works everywhere else; why doesn’t it work
 here, too?”

⁄  Control-S, Control-C, Control-V
⁄  Provide consistency
⁄  Don’t rely on dialog boxes with default choices
⁄  “I swear that button was here a minute ago. Where did it
  go?”

⁄  Make use of the desktop metaphor
⁄  Don’t rearrange controls
⁄  Don’t use dynamically changing menus
⁄  Put similar functionality in similar places
⁄  Purposefully use tops and bottoms of lists



4.37 Movable Panels - 4.41 Responsive
Disclosure
⁄  “I’m putting this here to remind myself to deal with it later.”


⁄  Give people the tools to create their own reminder systems
⁄  Don’t organize or sort things automatically
⁄  Leave artifacts around that identify unfinished tasks
⁄  “I have to repeat this how many times?”


⁄  Make use of the desktop metaphor
⁄  Don’t rearrange controls
⁄  Don’t use dynamically changing menus
⁄  Put similar functionality in similar places
⁄  Purposefully use tops and bottoms of lists



5.53 Macros
⁄  “Please don’t make me use the mouse.”


⁄  Switching between the mouse and keyboard takes time and
   effort
⁄  Define keyboard shortcuts
⁄  Integrate the use of arrow keys, the Tab key, and the Return
   key
⁄  Define “default buttons” representing the “safe” action



8.83 Spring-Loaded Mouse
⁄  “What did everyone else say about this?”


⁄  Integrate social components
⁄  Link to external resources
⁄  Encourage people to post their creations/ advice …



2.20 Multi-level Help
2. IA & Structure
Content Structure         Physical Structure
•    List of objects      •  Multiple windows
•    List of actions      •  One-window paging
•    List of categories   •  Tiled panes
•    List of tools
Content &   2.13 Two-
                          2.14 Canvas
Physical      panel
                          Plus Palette
Structure    Selector

            2.15 One-        2.16
             window       Alternative
            Drilldown       Views

                                            2.19
                          2.18 Extras
Sequence    2.17 Wizard
                          on Demand
                                         Intriguing
                                         Branches


            2.20 Multi-
  Help      level Help
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
3. Navigation
Staying Found            The Cost
•  Good signage          •  Keeping distances
•  Environmental clues      short
•  Maps                  •  Avoiding too many
                            jumps
3.21 Clear    3.22 Global   3.23 Hub and
Interlinks   Entry Points   Navigation       Spoke



                            3.25 Modal
             3.24 Pyramid
                               Panel


  Sign-         3.26
              Sequence
                                3.27
                                             3.28
                                           Annotated
                            Breadcrumbs
  posts         Map                        Scrollbar

             3.29 Color-
                coded
              Sections


 Visual          3.30
              Animated
 Trick        Transition


 Trump       3.31 Escape
                Hatch
 Card
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
4. Layout
The Basics            Grouping and
•  Visual hierarchy   Alignment
•  Visual flow        •  Proximity    Dynamic
                      •  Similarity   Aspects
                      •  Continuity
                      •  Closure
4.32 Visual   4.33 Center
Hierarchy   Framework        Stage


            4.34 Titled   4.35 Card
Chunking     Sections       Stack


               4.36          4.37
             Closable      Movable
              Panels        Panels

            4.38 Right/      4.39
  Flow         Left        Diagonal
            Alignment      Balance

               4.40
    ?        Property
              Sheet


Dynamic        4.41
            Responsive
                             4.42
                          Responsive
                                        4.43 Liquid
Aspects                                   Layout
            Disclosure     Enabling
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
5. Actions
Renderings          Invisibles            Nonstandards
•  Buttons          •  Double-clicks      •  Icons
•  Menu bars        •  Keyboard actions   •  Clickable text
•  Pop-up menus     •  Drag-and-drop      •  Hovers
•  Dropdown menus   •  Typed commands     •  Manipulable objects
•  Toolbars                               •  Anything …
•  Links
•  Action panels
5.44 Button      5.45 Action
Presentation      Groups            Panel



               5.46 Prominent    5.47 Smart
 Specifics     “Done” Button     Menu Items



                                5.49 Progress      5.50
 Operation      5.48 Preview
                                  Indicator     Cancelability



                5.51 Multi-     5.52 Command
 Sequence       level Undo          History
                                                5.53 Macros
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
6. Info Graphics
Organizational Models   Pre-attentive Variables
•    Linear             •    Color hue
•    Tabular            •    Color brightness
•    Hierarchical       •    Color saturation
•    Network            •    Texture
•    Geographic         •    Position and alignment
•    Other              •    Orientation
                        •    Size
                        •    Shape
Navigation and Browsing                   Sorting and Rearrangement
•    Scroll and pan                       •    Alphabetically
•    Zoom                                 •    Numerically
•    Open and close points of interest    •    By date or time
•    Drill down into points of interest   •    By physical location
                                          •    By category or tag
                                          •    By popularity
                                          •    User-designed
                                          •    Completely random
Searching and           The Data
Filtering               •  Labels
•  Highly interactive   •  Legends
•  Iterative            •  Axes, rulers, scales,
•  Contextual              and timelines
                        •  Datatips
                        •  Data brushing
6.54                     6.56
                              6.55
  For All     Overview
                             Datatips
                                         Dynamic
              Plus Detail                Queries


              6.57 Data     6.58 Local
              Brushing       Zooming


For Tables                    6.60
              6.59 Row
                             Sortable
 & Lists       Striping
                              Table


              6.61 Jump     6.62 New-
                to Item     item Row


   For          6.63
                            6.64 Tree
              Cascading
Hierarchies                   Table
                Lists


              6.65 Multi-   6.66 Small     6.67
 Sequence      Y Graph       Multiples   Treemaps
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
Forms & Controls
Principles                     Factors
•  Make it understandable      •  Available space
•  Avoid questions             •  User sophistication
•  Don’t rely on memory        •  Expectations
•  Don’t literally translate   •  Available technology
   the programming model
•  Usability test it
•  Choose wisely
List of Items        Text                 Numbers            Dates or
•  One of two        •  One line          •  Any type or     Times
   options           •  One-of-N choice      format          •  Forgiving
•  One of N items    •  Multiple lines    •  Bounded range      format
•  Many of N                              •  Subrange        •  Structured
   items                                                        format
•  Constructing an                                           •  Chooser
   unordered list
7.68          7.69
                                       7.70 Fill-in-
  Text      Forgiving    Structured
                                        the-blanks
             Format       Format


            7.71 Input   7.72 Input    7.73 Auto-
              Hints       Prompt       completion


  Other       7.74
            Dropdown
                             7.75
                         Illustrated
                                        7.76 List
Than Text                                Builder
             Chooser      Choices

                         7.78 Same-
            7.77 Good
 For All     Defaults
                         page Error
                          Message
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
Builders & Editors
Idioms                    Principles               Selection
•  Page layout editors    •  WYSIWYG               •  Single click
•  Image editors          •  Direct manipulation   •  Double click
•  Vector-graphics        •  Modes                 •  Triple click
   editors                                         •  Click, drag, release
•  Web site builders                               •  Shift-click
•  GUI builders                                    •  Control-click
•  Generic text editors
8.81
               8.79 Edit-in-   8.80 Smart
  Overall          place        Selection
                                              Composite
                                              Selection

                               8.83 Spring-
               8.82 One-off
                                  loaded
                  Mode
                                   Mode

                  8.84
  Direct                         8.85
                                              8.86 Guides
               Constrained
Manipulation     Resize
                               Magnetism


WYSIWYG-        8.87 Paste
 related        Variations
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
9. Looks Good?
Principles                       Web and Apps!
•    Color                       •    UI Guidelines
•    Typography                  •    Backgrounds
•    Spaciousness and crowding   •    Colors and fonts
•    Angles and curves           •    Borders
•    Texture and rhythm          •    Images
•    Images
•    Cultural references
•    Repeated visual motifs
9.89 Few
          9.88 Deep                  9.90 Corner
Design   Background
                        Hues, Many
                          Values
                                     Treatments


         9.91 Borders                    9.93
                           9.92
           that Echo                  Contrasting
                         Hairlines
             Fonts                   Font Weights


Meta-     9.94 Skins
design
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell
Credits
/kubina/120536705/




                                                           /ntr23/730371240/




                       http://www.flickr.com
                                                 /angelamaphone/2663422833/




                                                  /8177037@N06/2137654069/




                                               /photos_by_kenneth/3150864569

Screenshots:
⁄  Jenifer Tidwell
                                                    /mauricekoop/1112430097/
⁄  Me, myself, and I
/23176450@N08/2663925153/




/zen/1585255/




                             http://www.flickr.com
/haraldfelgner/2589744468/



                                                     The book:
/byammar/2920274366/
                                                     ⁄  Jenifer Tidwell, Designing
                                                        Interfaces, 2006, O‘Reilly
/haraldfelgner/2562128495/                           ⁄  www.designinginterfaces.com
                                                     ⁄  jtidwell.net
                                                     Order via:
/liewcf/894035077/
                                                     ⁄  bit.ly/cf7TQD
Read More
⁄  Harald Felgner
⁄  A spectrum of projects, from international marketing to IT.
⁄  ux.felgner.ch
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IA 6: Patterns for Effective Interaction Design. Jenifer Tidwell

  • 2. ⁄  From Jenifer Tidwell Designing Interfaces O’Reilly, 2005
  • 3. 2. Organizing the 3. Getting Around 1. What Users Do Content – IA & – Navigation Structure 6. Showing 5. Doing Things – 4. Organizing the Complex Data – Actions & Page – Layout Information Commands Graphics 7. Getting Input 9. Making it look 8. Builders and From Users – good – Visual Editors Forms & Controls Style & Aesthetics
  • 5. A Means to an User Research Motivation to End •  Direct Learn •  Why? observation •  Intermediate-to- •  Why really? •  Case studies expert users •  Surveys •  Occasional users •  Personas •  The middle ground
  • 6. Human 1.1 Safe 1.2 Instant 1.3 Behaviors Exploration Gratification Satisficing 1.4 Changes 1.6 1.5 Deferred in Incremental Choices Midstream Construction 1.9 1.7 1.8 Spatial Streamlined Habituation Memory Repetition 1.10 1.11 1.12 Other Prospective Keyboard People‘s Memory Only Advice
  • 7. ⁄  “Let me explore without getting lost or getting into trouble.” ⁄  Make it possible to explore without dire consequences ⁄  Avoid pop-ups and provide a predictable back button ⁄  Patterns: 3.31 Escape Hatch - 5.51 Multi-level Undo
  • 8. ⁄  “I want to accomplish something now, not later.” ⁄  Make the first screen stunningly easy ⁄  Don’t hide functionality behind a splash screen ⁄  Don’t put long sets of instructions in front of the first task ⁄  Don’t use “(Skip this) Ad!”
  • 9. ⁄  “This is good enough. I don’t want to spend more time learning to do better.” ⁄  Make labels short ⁄  Simplify the layout ⁄  Use forward/ backward navigation ⁄  “Don’t Make Me Think” ⁄  Use the layout to communicate meaning All patterns 4.32-4.43
  • 10. ⁄  “I changed my mind about what I was doing.” ⁄  Provide opportunities ⁄  Don’t lock users into a choice-poor environment ⁄  Provide re-entrance: “I’ll finish it later” 2.17 Wizard - 3.22 Global Navigation - 3.23 Hub and Spoke - 3.25 Modal Panel - 3.27 Breadcrumbs - 7.77 Good Defaults
  • 11. ⁄  “I don’t want to answer that now; just let me finish.” ⁄  Keep registration hurdles to the bare minimum ⁄  Don’t require a first-time registration at all ⁄  “You can always change this later” ⁄  Don’t offer too many up-front choices 2.18 Extras on Demand - 7.77 Good Defaults
  • 12. ⁄  “Let me change this. That doesn’t look right; let me change it again. That’s better.” ⁄  Make it easy to build small pieces one at a time ⁄  Keep the interface responsive to quick changes ⁄  Give feedback ⁄  Induce a state of “flow”
  • 13. ⁄  “That gesture works everywhere else; why doesn’t it work here, too?” ⁄  Control-S, Control-C, Control-V ⁄  Provide consistency ⁄  Don’t rely on dialog boxes with default choices
  • 14. ⁄  “I swear that button was here a minute ago. Where did it go?” ⁄  Make use of the desktop metaphor ⁄  Don’t rearrange controls ⁄  Don’t use dynamically changing menus ⁄  Put similar functionality in similar places ⁄  Purposefully use tops and bottoms of lists 4.37 Movable Panels - 4.41 Responsive Disclosure
  • 15. ⁄  “I’m putting this here to remind myself to deal with it later.” ⁄  Give people the tools to create their own reminder systems ⁄  Don’t organize or sort things automatically ⁄  Leave artifacts around that identify unfinished tasks
  • 16. ⁄  “I have to repeat this how many times?” ⁄  Make use of the desktop metaphor ⁄  Don’t rearrange controls ⁄  Don’t use dynamically changing menus ⁄  Put similar functionality in similar places ⁄  Purposefully use tops and bottoms of lists 5.53 Macros
  • 17. ⁄  “Please don’t make me use the mouse.” ⁄  Switching between the mouse and keyboard takes time and effort ⁄  Define keyboard shortcuts ⁄  Integrate the use of arrow keys, the Tab key, and the Return key ⁄  Define “default buttons” representing the “safe” action 8.83 Spring-Loaded Mouse
  • 18. ⁄  “What did everyone else say about this?” ⁄  Integrate social components ⁄  Link to external resources ⁄  Encourage people to post their creations/ advice … 2.20 Multi-level Help
  • 19. 2. IA & Structure
  • 20. Content Structure Physical Structure •  List of objects •  Multiple windows •  List of actions •  One-window paging •  List of categories •  Tiled panes •  List of tools
  • 21. Content & 2.13 Two- 2.14 Canvas Physical panel Plus Palette Structure Selector 2.15 One- 2.16 window Alternative Drilldown Views 2.19 2.18 Extras Sequence 2.17 Wizard on Demand Intriguing Branches 2.20 Multi- Help level Help
  • 31. Staying Found The Cost •  Good signage •  Keeping distances •  Environmental clues short •  Maps •  Avoiding too many jumps
  • 32. 3.21 Clear 3.22 Global 3.23 Hub and Interlinks Entry Points Navigation Spoke 3.25 Modal 3.24 Pyramid Panel Sign- 3.26 Sequence 3.27 3.28 Annotated Breadcrumbs posts Map Scrollbar 3.29 Color- coded Sections Visual 3.30 Animated Trick Transition Trump 3.31 Escape Hatch Card
  • 45. The Basics Grouping and •  Visual hierarchy Alignment •  Visual flow •  Proximity Dynamic •  Similarity Aspects •  Continuity •  Closure
  • 46. 4.32 Visual 4.33 Center Hierarchy Framework Stage 4.34 Titled 4.35 Card Chunking Sections Stack 4.36 4.37 Closable Movable Panels Panels 4.38 Right/ 4.39 Flow Left Diagonal Alignment Balance 4.40 ? Property Sheet Dynamic 4.41 Responsive 4.42 Responsive 4.43 Liquid Aspects Layout Disclosure Enabling
  • 60. Renderings Invisibles Nonstandards •  Buttons •  Double-clicks •  Icons •  Menu bars •  Keyboard actions •  Clickable text •  Pop-up menus •  Drag-and-drop •  Hovers •  Dropdown menus •  Typed commands •  Manipulable objects •  Toolbars •  Anything … •  Links •  Action panels
  • 61. 5.44 Button 5.45 Action Presentation Groups Panel 5.46 Prominent 5.47 Smart Specifics “Done” Button Menu Items 5.49 Progress 5.50 Operation 5.48 Preview Indicator Cancelability 5.51 Multi- 5.52 Command Sequence level Undo History 5.53 Macros
  • 73. Organizational Models Pre-attentive Variables •  Linear •  Color hue •  Tabular •  Color brightness •  Hierarchical •  Color saturation •  Network •  Texture •  Geographic •  Position and alignment •  Other •  Orientation •  Size •  Shape
  • 74. Navigation and Browsing Sorting and Rearrangement •  Scroll and pan •  Alphabetically •  Zoom •  Numerically •  Open and close points of interest •  By date or time •  Drill down into points of interest •  By physical location •  By category or tag •  By popularity •  User-designed •  Completely random
  • 75. Searching and The Data Filtering •  Labels •  Highly interactive •  Legends •  Iterative •  Axes, rulers, scales, •  Contextual and timelines •  Datatips •  Data brushing
  • 76. 6.54 6.56 6.55 For All Overview Datatips Dynamic Plus Detail Queries 6.57 Data 6.58 Local Brushing Zooming For Tables 6.60 6.59 Row Sortable & Lists Striping Table 6.61 Jump 6.62 New- to Item item Row For 6.63 6.64 Tree Cascading Hierarchies Table Lists 6.65 Multi- 6.66 Small 6.67 Sequence Y Graph Multiples Treemaps
  • 92. Principles Factors •  Make it understandable •  Available space •  Avoid questions •  User sophistication •  Don’t rely on memory •  Expectations •  Don’t literally translate •  Available technology the programming model •  Usability test it •  Choose wisely
  • 93. List of Items Text Numbers Dates or •  One of two •  One line •  Any type or Times options •  One-of-N choice format •  Forgiving •  One of N items •  Multiple lines •  Bounded range format •  Many of N •  Subrange •  Structured items format •  Constructing an •  Chooser unordered list
  • 94. 7.68 7.69 7.70 Fill-in- Text Forgiving Structured the-blanks Format Format 7.71 Input 7.72 Input 7.73 Auto- Hints Prompt completion Other 7.74 Dropdown 7.75 Illustrated 7.76 List Than Text Builder Chooser Choices 7.78 Same- 7.77 Good For All Defaults page Error Message
  • 107. Idioms Principles Selection •  Page layout editors •  WYSIWYG •  Single click •  Image editors •  Direct manipulation •  Double click •  Vector-graphics •  Modes •  Triple click editors •  Click, drag, release •  Web site builders •  Shift-click •  GUI builders •  Control-click •  Generic text editors
  • 108. 8.81 8.79 Edit-in- 8.80 Smart Overall place Selection Composite Selection 8.83 Spring- 8.82 One-off loaded Mode Mode 8.84 Direct 8.85 8.86 Guides Constrained Manipulation Resize Magnetism WYSIWYG- 8.87 Paste related Variations
  • 119. Principles Web and Apps! •  Color •  UI Guidelines •  Typography •  Backgrounds •  Spaciousness and crowding •  Colors and fonts •  Angles and curves •  Borders •  Texture and rhythm •  Images •  Images •  Cultural references •  Repeated visual motifs
  • 120. 9.89 Few 9.88 Deep 9.90 Corner Design Background Hues, Many Values Treatments 9.91 Borders 9.93 9.92 that Echo Contrasting Hairlines Fonts Font Weights Meta- 9.94 Skins design
  • 129. /kubina/120536705/ /ntr23/730371240/ http://www.flickr.com /angelamaphone/2663422833/ /8177037@N06/2137654069/ /photos_by_kenneth/3150864569 Screenshots: ⁄  Jenifer Tidwell /mauricekoop/1112430097/ ⁄  Me, myself, and I
  • 130. /23176450@N08/2663925153/ /zen/1585255/ http://www.flickr.com /haraldfelgner/2589744468/ The book: /byammar/2920274366/ ⁄  Jenifer Tidwell, Designing Interfaces, 2006, O‘Reilly /haraldfelgner/2562128495/ ⁄  www.designinginterfaces.com ⁄  jtidwell.net Order via: /liewcf/894035077/ ⁄  bit.ly/cf7TQD
  • 132. ⁄  Harald Felgner ⁄  A spectrum of projects, from international marketing to IT. ⁄  ux.felgner.ch