Recommended Readings (4)
DNH603 Recommended Reading
The next reading to be is AskTOG First Principles of Interaction Design by Bruce Tognazzini (https://asktog.com/atc/principles-of-interaction-design/).
Notes from Webpage;
- instill a sense of control, can see options, goals etc
- Apple has great interfaces but even they have mistakes bad interactions
- "Principle: Aesthetic design should be left to those schooled and skilled in its application: Graphic/visual designers
- Principle: Fashion should never trump usability
- Principle: User test the visual design as thoroughly as the behavioral design"
- not detract from user experience - ensure satfication and productivity against old to test, should be the same or better, never less (if its less not worth aesthetic)
- Principle: Any time you use color to convey information in the interface, you should also use clear, secondary cues to convey the information to those who cannot see the colors presented.
- "Color as a vital interface element"
- Principle: Do not avoid color in the interface just because not every user can see every color.
- Color is used for cues, representations
- Principle: Do not strip away or overwhelm color cues in the interface because of a passing graphic-design fad.
Anticipation
- "Principle: Bring to the user all the information and tools needed for each step of the process"
- wants and needs > deep understanding of task domain > major usability testing to meet goals
- Principle: The computer, interface, and task environment all “belong” to the user, but user-autonomy doesn’t mean we abandon rules
- explorable environment is key
- Principle: Enable users to make their own decisions, even ones aesthetically poor or behaviorally less efficient
- control > decisions
- Principle: Exercise responsible control
- It's alright to have necessary control but it should not affect user epxerience
- Principle: Use status mechanisms to keep users aware and informed
- Principle: Keep status information up to date and within easy view
- Principle: Ensure status information is accurate
- status should be instinctive, should know, need to be clear and truthdul with user, to feel "autonomous"
- be consistent with user but "strive for continutiy"
- visuals must communicate intuitive
- simplicity can be complex, but show simple, hide complexity
- things should be visible accessible, users don't have patience etc
- user time > prdouctivity? busy? efficient? > things to consider
Metaphors
- Principle: Choose metaphors that will enable users to instantly grasp the finest details of the conceptual model
- connections to experiences > connect users to the capabilties
- Principle: Bring metaphors “alive” by appealing to people’s perceptions–sight, sound, touch, and proprioception/kinesthesia–as well as triggering their memories
- let the visuals speak - illustrations to show meaning
- Principle: Expand beyond literal interpretation of real-world counterparts
- can be familiar or nostalgic, an imitation that should still be new
- Abstraction is good, changes meaning, presents something new, e.g. apple setting icon, "clearly carrying the message that this is an app that will let you see and affect the inside workings of the iPhone"
- Principle: Text that must be read should have high contrast
- "Favor black text on white...Avoid gray backgrounds."
- Principle: Use font sizes that are large enough to be readable on standard displays
- need to make sure it disaplys on different ranges are accomadated
- Principle: Favor particularly large characters for the actual data you intend to display, as opposed to labels and instructions.
- Principle: Menu and button labels should have the key word(s) first, forming unique labels
- There are different type of users - more experienced etc, this affects the labelling and comprehensions of triggers etc, buttons, menu etc.
- Principle: Test all designs on your oldest expected user population
- "Do not trust your young eyes to make size and contrast decisions. You cannot."
- Principle: There’s often an inverse relationship between the “prettiness” of a font and its readability.
- "human vision system responds to sharp edges"
- Principle: Balance ease of installation vs. ease of use
- simplcity is key
- Principle: Avoid the “Illusion of Simplicity”
- "simplicity is achieved by simplifying things"
- Simple used to hide complexity, make it easy
- Principle: Use Progressive Revelation to flatten the learning curve
- Simple is good, simplier is okay for hiding advanced pathways etc, simple is good for learning
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