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Principles of Display Design
Showcasing a few principles of
Display Design
Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
Display Design
• A ‘Display’ is a collection of artifacts or
deliverables, that help support perception.
• Displays help explain to humans via a graphical
form.
• Information that is given as part of Displays
have to be displayed in a manner so that
Perception, Situation awareness and
understanding is always coherent.
Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
Why do Principles Matter???
• Principles help create an effective design.
• Help in reducing learningtraining time.
• Principles help Dev and UIUX come to the
same level of requirement coherence.
• Acts as a ‘Starting Point’ and a ‘Reference Point’
in discussions between inter-department
stakeholders.
• Increase in user satisfaction and reduction in
error. Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
Principles
• These 13 principles can be grouped under
• Perceptual principles
• Mental Model principles
• Principles based on Attention
• Memory principles
Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
Perceptual Principles
1. Make displays legible (or audible)
A display’s legibility is critical and necessary for designing a usable display. If the characters or
objects being displayed cannot be discernible, then the operator cannot effectively make use of
them.
2. Avoid absolute judgment limits
Do not ask the user to determine the level of a variable on the basis of a single sensory variable
(e.g. color, size, loudness). These sensory variables can contain many possible levels.
3. Top-down processing
Signals are likely perceived and interpreted in accordance with what is expected based on a
user’s past experience. If a signal is presented contrary to the user’s expectation, more physical
evidence of that signal may need to be presented to assure that it is understood correctly.
4. Redundancy gain
If a signal is presented more than once, it is more likely that it will be understood correctly.
5. Similarity causes confusion: Use discriminable elements
Signals that appear to be similar will likely be confused. The ratio of similar features to
different features causes signals to be similar.
Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
Mental Model Principles
6. Principle of pictorial realism
A display should look like the variable that it represents
(e.g. high temperature on a thermometer shown as a
higher vertical level). If there are multiple elements, they
can be configured in a manner that looks like it would in
the represented environment.
7. Principle of the moving part
Moving elements should move in a pattern and direction
compatible with the user’s mental model of how it
actually moves in the system. For example, the moving
element on an altimeter should move upward with
increasing altitude. Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
Principles Based on Attention
8. Minimizing information access cost
When the user’s attention is diverted from one location to
another to access necessary information, there is an
associated cost in time or effort. A display design should
minimize this cost by allowing for frequently accessed sources
to be located at the nearest possible position.
9. Proximity compatibility principle
Divided attention between two information sources may be
necessary for the completion of one task. These sources must
be mentally integrated and are defined to have close mental
model proximity.
10. Principle of multiple resources
A user can more easily process information across different
resources.
Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
Memory Principles
11. Replace memory with visual information: knowledge in the world
A user should not need to retain important information solely in working memory or to
retrieve it from long-term memory. A menu, checklist, or another display can aid the
user by easing the use of their memory. The use of knowledge in a user’s head and
knowledge in the world must be balanced for an effective design.
12. Principle of predictive aiding
Proactive actions are usually more effective than reactive actions. A display should
attempt to eliminate resource-demanding cognitive tasks and replace them with simpler
perceptual tasks to reduce the use of the user’s mental resources. This will allow the user
to not only focus on current conditions, but also think about possible future conditions.
An example of a predictive aid is a road sign displaying the distance from a certain
destination.
13. Principle of consistency
Old habits from other displays will easily transfer to support processing of new displays
if they are designed in a consistent manner. A user’s long-term memory will trigger
actions that are expected to be appropriate. A design must accept this fact and utilize
consistency among different displays. Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
References
• Reference:
• Wickens, Christopher D., John D. Lee, Yili Liu,
and Sallie E. Gordon Becker. An Introduction
to Human Factors Engineering. Second ed,.
Upper Saddle River, NJ: Pearson Prentice Hall,
2004. 185–193
Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6

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Principles of display design

  • 1. Principles of Display Design Showcasing a few principles of Display Design Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
  • 2. Display Design • A ‘Display’ is a collection of artifacts or deliverables, that help support perception. • Displays help explain to humans via a graphical form. • Information that is given as part of Displays have to be displayed in a manner so that Perception, Situation awareness and understanding is always coherent. Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
  • 3. Why do Principles Matter??? • Principles help create an effective design. • Help in reducing learningtraining time. • Principles help Dev and UIUX come to the same level of requirement coherence. • Acts as a ‘Starting Point’ and a ‘Reference Point’ in discussions between inter-department stakeholders. • Increase in user satisfaction and reduction in error. Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
  • 4. Principles • These 13 principles can be grouped under • Perceptual principles • Mental Model principles • Principles based on Attention • Memory principles Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
  • 5. Perceptual Principles 1. Make displays legible (or audible) A display’s legibility is critical and necessary for designing a usable display. If the characters or objects being displayed cannot be discernible, then the operator cannot effectively make use of them. 2. Avoid absolute judgment limits Do not ask the user to determine the level of a variable on the basis of a single sensory variable (e.g. color, size, loudness). These sensory variables can contain many possible levels. 3. Top-down processing Signals are likely perceived and interpreted in accordance with what is expected based on a user’s past experience. If a signal is presented contrary to the user’s expectation, more physical evidence of that signal may need to be presented to assure that it is understood correctly. 4. Redundancy gain If a signal is presented more than once, it is more likely that it will be understood correctly. 5. Similarity causes confusion: Use discriminable elements Signals that appear to be similar will likely be confused. The ratio of similar features to different features causes signals to be similar. Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
  • 6. Mental Model Principles 6. Principle of pictorial realism A display should look like the variable that it represents (e.g. high temperature on a thermometer shown as a higher vertical level). If there are multiple elements, they can be configured in a manner that looks like it would in the represented environment. 7. Principle of the moving part Moving elements should move in a pattern and direction compatible with the user’s mental model of how it actually moves in the system. For example, the moving element on an altimeter should move upward with increasing altitude. Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
  • 7. Principles Based on Attention 8. Minimizing information access cost When the user’s attention is diverted from one location to another to access necessary information, there is an associated cost in time or effort. A display design should minimize this cost by allowing for frequently accessed sources to be located at the nearest possible position. 9. Proximity compatibility principle Divided attention between two information sources may be necessary for the completion of one task. These sources must be mentally integrated and are defined to have close mental model proximity. 10. Principle of multiple resources A user can more easily process information across different resources. Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
  • 8. Memory Principles 11. Replace memory with visual information: knowledge in the world A user should not need to retain important information solely in working memory or to retrieve it from long-term memory. A menu, checklist, or another display can aid the user by easing the use of their memory. The use of knowledge in a user’s head and knowledge in the world must be balanced for an effective design. 12. Principle of predictive aiding Proactive actions are usually more effective than reactive actions. A display should attempt to eliminate resource-demanding cognitive tasks and replace them with simpler perceptual tasks to reduce the use of the user’s mental resources. This will allow the user to not only focus on current conditions, but also think about possible future conditions. An example of a predictive aid is a road sign displaying the distance from a certain destination. 13. Principle of consistency Old habits from other displays will easily transfer to support processing of new displays if they are designed in a consistent manner. A user’s long-term memory will trigger actions that are expected to be appropriate. A design must accept this fact and utilize consistency among different displays. Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6
  • 9. References • Reference: • Wickens, Christopher D., John D. Lee, Yili Liu, and Sallie E. Gordon Becker. An Introduction to Human Factors Engineering. Second ed,. Upper Saddle River, NJ: Pearson Prentice Hall, 2004. 185–193 Manuswath.K.B http://www.linkedin.com/pub/manuswath-k-b/0/65b/5b6