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Usability Engineering


 Topic Of Presentation:


.:: General Guidelines::.
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
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. . .
   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
General Guidelines for:
 User Interface Design
Visibility of system status:

The  system should always keep users
informed about what is going on, through
appropriate feedback within reasonable time.
Match between system and the real world
:

 The system should speak the users' language,
with words, phrases and concepts familiar to
the user, rather than system-oriented terms.

Follow real-world conventions, making
information appear in a natural and logical
order.
User control and freedom:

Users  often choose system functions by
mistake and will need a clearly marked
"emergency exit" to leave the unwanted
state without having to go through an
extended dialogue. Support undo and redo.
Consistency and standards:

Users  should not have to wonder whether
different words, situations, or actions mean
the same thing. Follow platform
conventions
Error prevention:

Even   better than good error messages is a
careful design which prevents a problem
from occurring in the first place.

Either  eliminate error-prone conditions or
check for them and present users with a
confirmation option before they commit to
the action
Recognition rather than recall :
Minimize  the user's memory load by making
objects, actions, and options visible.
  The user should not have to remember
information from one part of the dialogue to
another.
Instructions   for use of the system should be
visible or easily retrievable whenever
appropriate.
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.
Aesthetic and minimalist design :

Dialogues   should not contain information
which is irrelevant or rarely needed.

Every    extra unit of information in a
dialogue competes with the relevant units
of information and diminishes their relative
visibility.
Help users recognize, diagnose, and
recover from
errors :

Error  messages should be expressed in
plain language (no codes)

precisely indicate the problem, and
constructively suggest a solution
Help and documentation:

Even   though it is better if the system can
be used without documentation
It may be necessary to provide help and
documentation.
Any such information should be easy to
search, focused on the user's task
 List concrete steps to be carried out, and
not be too large.
Usability Engineering General guidelines

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Usability Engineering General guidelines

  • 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.
  • 4. 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. . .
  • 5. 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
  • 6. General Guidelines for: User Interface Design
  • 7.
  • 8. Visibility of system status: The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
  • 9. Match between system and the real world : The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
  • 10.
  • 11. User control and freedom: Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  • 12. Consistency and standards: Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions
  • 13. Error prevention: Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action
  • 14.
  • 15. Recognition rather than recall : Minimize the user's memory load by making objects, actions, and options visible.  The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  • 16. 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.
  • 17. Aesthetic and minimalist design : Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • 18.
  • 19. Help users recognize, diagnose, and recover from errors : Error messages should be expressed in plain language (no codes) precisely indicate the problem, and constructively suggest a solution
  • 20.
  • 21. Help and documentation: Even though it is better if the system can be used without documentation It may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task  List concrete steps to be carried out, and not be too large.