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The Golden Rules
Name: Amit Singh Baghel
Email:amitsb3747@gmail.com
What is User Interface Design?
The design of user interfaces
for machines and software with
the focus on maximizing usability and
the user experience. The goal of user
interface design is to make the user's
interaction as simple and efficient as
possible, in terms of accomplishing
user goals.
“A user interface is like a joke. If you
have to explain it, it’s not that good.
“What happens if we have to explain it ?
Or
The result of a poor UI ?
Google Wave that failed due to its poor UI design.
What should we do to make a good UI?
We should follow the
Three Golden Rules
coined by Mr. Theo
Mandel, Ph.D.
The basis for a set of UI
design principles that
guide this important
aspect of software
design.
The Golden Rules
▧ Place the user in control
▧ Reduce the user’s memory load
▧ Make the interface consistent
1. Place the user in control
"What I really would like,” said the user solemnly,
“is a system that reads my mind. It knows what I
want to do before I need to do it and makes it very
easy for me to get it done. That’s all, just that.”
-During a requirements-gathering session, a
key user was asked about the attributes of the
window-oriented graphical interface.
1. Place the user in control
Users want to control the computer but does not
want to be controlled by the computer. So, user
interface constraints specified by the designer
must simplify the mode of user's interaction with
the computer. User interface must not frustrate the
user.
1. Place the user in control
Define interaction modes in a way that
does not force a user into unnecessary
or undesired actions.
1.
The user should always be able to enter and exit the mode
with little or no effort.
1. Place the user in control
Provide for flexible interaction2.
Different users have
different interaction
preferences, choices
should be provided.
Drawing complex
shapes via
keyboard commands
frustrates users but
doing the same via
mouse is simple.
1. Place the user in control
Allow user interaction to be interruptible
and undoable.
3.
User should be able to interrupt even when in a sequence
of actions but without losing any progress. Also, any user
action must be undoable.
User should be able to interrupt even when in a sequence
of actions but without losing any progress. Also, any user
action must be undoable.
1. Place the user in control
Streamline interaction as skill levels
advance and allow the interaction to
be customized.
4.
Users may be normal people or computer experts.
Users of different skill levels should be able to interact
with a program at different levels.
Users may be normal people or computer experts.
Users of different skill levels should be able to interact
with a program at different levels.
1. Place the user in control
Hide technical internals from the casual
user.
5.
The user should not be aware of the operating system, file
management functions, or other arcane computing technology.
1. Place the user in control
Design for direct interaction with objects
that appear on the screen.
6.
The user feels a sense
of control when able to
manipulate the objects that
are necessary to perform a
task in a manner similar to
what would occur if the
object were a physical thing
The user feels a sense of control when able to manipulate
the objects that are necessary to perform a task in a
manner similar to what would occur if the object were a
physical thing.
2.Reduce the User’s Memory Load
A software must not force a user to memorize
anything. On the other hand, it should provide
recall feature to provide data when it is needed by
storing it in its memory.
2.Reduce the User’s Memory Load
Reduce demand on short-term memory.1.
User Interface must be designed such that visual cues are
provided to the user which helps him/her in reusing
previous results etc.
2.Reduce the User’s Memory Load
Establish meaningful defaults.2.
The default values of such properties must be meaningful
i.e. generally used.
The user must be able to change the properties if he/she
wants to. Also, user must be able to reset the properties to
their default values.
The default values of such properties must be meaningful
i.e. generally used.
The user must be able to change the properties if he/she
wants to. Also, user must be able to reset the properties to
their default values.
2.Reduce the User’s Memory Load
Define shortcuts that are intuitive.3.
The shortcuts must be designed such that they are easy
to remember i.e. Ctrl + C to copy is easy to remember as
C is for Copy etc.
Let’s match the column.
Cloud
Battery
Add User
Photos
2.Reduce the User’s Memory Load
The visual layout of the interface should
be based on a real-world metaphor.
4.
Real-world
metaphor
enables the
user to rely on
well-
understood
visual cues,
rather than
memorizing an
arcane
interaction
sequence.
2.Reduce the User’s Memory Load
Disclose information in a progressive
fashion.
4.
According to this principle, user interface must be such
that general underline must be shown at low levels of
abstractions and users can go to higher levels of
abstraction by a mouse click etc,.
3.Make the Interface Consistent
This includes organization of visual information
according to design rules common to all types of
screens, defining and implementing mechanisms
for navigation from task to task consistently etc,.
3.Make the Interface Consistent
Allow the user to put the current task into
a meaningful context.
1.
The interface must be in a way that enables the users to know
the context of the current task. So, there should be some
indicators which say from which task did the user come here
and to which task he/she can go from here
3.Make the Interface Consistent
Maintain consistency across a complete
product line.
2.
This rule suggests that a set of software applications should
implement same design rules if possible so that interaction gets
easier with time
Product 1 : Product 2 :
3.Make the Interface Consistent
If past interactive models have created
user expectations, do not make changes
unless there is a compelling reason to do
so.
3.
Suppose a special feature or an UI is provided in a previous
version of the software application and its popular among its
users, do not try to remove it or change it.
References
http://www.indiastudychannel.com/resources/1698
60-User-Interface-Design-Golden-Rules.aspx
https://en.wikipedia.org/wiki/User_interface_design
Credits
Tool used to make images Balsamiq.
Some images taken from GoodUI.
Trinculo presentation template by SlidesCarnival.
Summary
▧ Place the user in control
▧ Reduce the user’s memory load
▧ Make the interface consistent
Keep calm and follow the Golden Rules:
Thanks!
Any Questions?
Further you can find me with this
name @CodingKeeda on these
platforms.

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The Golden Rules by Theo Mandel - Software Engineering

  • 1. The Golden Rules Name: Amit Singh Baghel Email:amitsb3747@gmail.com
  • 2. What is User Interface Design?
  • 3. The design of user interfaces for machines and software with the focus on maximizing usability and the user experience. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals.
  • 4. “A user interface is like a joke. If you have to explain it, it’s not that good.
  • 5. “What happens if we have to explain it ? Or The result of a poor UI ?
  • 6. Google Wave that failed due to its poor UI design.
  • 7.
  • 8. What should we do to make a good UI? We should follow the Three Golden Rules coined by Mr. Theo Mandel, Ph.D. The basis for a set of UI design principles that guide this important aspect of software design.
  • 9. The Golden Rules ▧ Place the user in control ▧ Reduce the user’s memory load ▧ Make the interface consistent
  • 10. 1. Place the user in control "What I really would like,” said the user solemnly, “is a system that reads my mind. It knows what I want to do before I need to do it and makes it very easy for me to get it done. That’s all, just that.” -During a requirements-gathering session, a key user was asked about the attributes of the window-oriented graphical interface.
  • 11. 1. Place the user in control Users want to control the computer but does not want to be controlled by the computer. So, user interface constraints specified by the designer must simplify the mode of user's interaction with the computer. User interface must not frustrate the user.
  • 12. 1. Place the user in control Define interaction modes in a way that does not force a user into unnecessary or undesired actions. 1.
  • 13. The user should always be able to enter and exit the mode with little or no effort.
  • 14. 1. Place the user in control Provide for flexible interaction2.
  • 15. Different users have different interaction preferences, choices should be provided. Drawing complex shapes via keyboard commands frustrates users but doing the same via mouse is simple.
  • 16. 1. Place the user in control Allow user interaction to be interruptible and undoable. 3.
  • 17. User should be able to interrupt even when in a sequence of actions but without losing any progress. Also, any user action must be undoable.
  • 18. User should be able to interrupt even when in a sequence of actions but without losing any progress. Also, any user action must be undoable.
  • 19. 1. Place the user in control Streamline interaction as skill levels advance and allow the interaction to be customized. 4.
  • 20. Users may be normal people or computer experts. Users of different skill levels should be able to interact with a program at different levels.
  • 21. Users may be normal people or computer experts. Users of different skill levels should be able to interact with a program at different levels.
  • 22. 1. Place the user in control Hide technical internals from the casual user. 5.
  • 23. The user should not be aware of the operating system, file management functions, or other arcane computing technology.
  • 24. 1. Place the user in control Design for direct interaction with objects that appear on the screen. 6.
  • 25. The user feels a sense of control when able to manipulate the objects that are necessary to perform a task in a manner similar to what would occur if the object were a physical thing
  • 26. The user feels a sense of control when able to manipulate the objects that are necessary to perform a task in a manner similar to what would occur if the object were a physical thing.
  • 27. 2.Reduce the User’s Memory Load A software must not force a user to memorize anything. On the other hand, it should provide recall feature to provide data when it is needed by storing it in its memory.
  • 28. 2.Reduce the User’s Memory Load Reduce demand on short-term memory.1.
  • 29. User Interface must be designed such that visual cues are provided to the user which helps him/her in reusing previous results etc.
  • 30. 2.Reduce the User’s Memory Load Establish meaningful defaults.2.
  • 31. The default values of such properties must be meaningful i.e. generally used. The user must be able to change the properties if he/she wants to. Also, user must be able to reset the properties to their default values.
  • 32. The default values of such properties must be meaningful i.e. generally used. The user must be able to change the properties if he/she wants to. Also, user must be able to reset the properties to their default values.
  • 33. 2.Reduce the User’s Memory Load Define shortcuts that are intuitive.3.
  • 34. The shortcuts must be designed such that they are easy to remember i.e. Ctrl + C to copy is easy to remember as C is for Copy etc.
  • 35. Let’s match the column. Cloud Battery Add User Photos
  • 36. 2.Reduce the User’s Memory Load The visual layout of the interface should be based on a real-world metaphor. 4.
  • 37. Real-world metaphor enables the user to rely on well- understood visual cues, rather than memorizing an arcane interaction sequence.
  • 38. 2.Reduce the User’s Memory Load Disclose information in a progressive fashion. 4.
  • 39. According to this principle, user interface must be such that general underline must be shown at low levels of abstractions and users can go to higher levels of abstraction by a mouse click etc,.
  • 40. 3.Make the Interface Consistent This includes organization of visual information according to design rules common to all types of screens, defining and implementing mechanisms for navigation from task to task consistently etc,.
  • 41. 3.Make the Interface Consistent Allow the user to put the current task into a meaningful context. 1.
  • 42. The interface must be in a way that enables the users to know the context of the current task. So, there should be some indicators which say from which task did the user come here and to which task he/she can go from here
  • 43.
  • 44. 3.Make the Interface Consistent Maintain consistency across a complete product line. 2.
  • 45. This rule suggests that a set of software applications should implement same design rules if possible so that interaction gets easier with time Product 1 : Product 2 :
  • 46. 3.Make the Interface Consistent If past interactive models have created user expectations, do not make changes unless there is a compelling reason to do so. 3.
  • 47. Suppose a special feature or an UI is provided in a previous version of the software application and its popular among its users, do not try to remove it or change it.
  • 49. Credits Tool used to make images Balsamiq. Some images taken from GoodUI. Trinculo presentation template by SlidesCarnival.
  • 50. Summary ▧ Place the user in control ▧ Reduce the user’s memory load ▧ Make the interface consistent Keep calm and follow the Golden Rules:
  • 51. Thanks! Any Questions? Further you can find me with this name @CodingKeeda on these platforms.