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What is HCI and why should we learn about it? 1. A few incidents.... 2. Consequences of bad user interfaces 3. How can user interface designers determine whether a user interface will cause problems for users? 4. What is HCI? Why learn about HCI http://www.ics.uci.edu/~kobsa/courses/ICS205/course-notes/1stlevelheaders/why-learn-about-HCI.htm [2/7/2001 3:28:59 PM]

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What is HCI and why should welearn about it?

1. A few incidents....

2. Consequences of bad user interfaces

3. How can user interface designers determine whether auser interface will cause problems for users?

4. What is HCI?

Why learn about HCI

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A few incidents involving badlydesigned user interfaces

• A professor loses half an hour

• A professor and three staff lose two hours

• Errors are made in presidential elections

• An airliner gets shot down

• A nuclear power plant gets out of control

• ICS 205 students ...

Untitled Document

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How can this problem beprevented?

flawed-error-msg.htm

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Consequences of bad userinterfaces

Bad interfaces may cause users to

• need more time for performing their tasks• make more errors• feel dissatisfied• need more time for learning how to use thesoftware• not learn/use the full functionality of the software• (if given a choice:) refrain from using the software

Characteristics of bad interfaces

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Good interface design therefore is important for any kindof interactive software, and of utmost importance in

• systems with high costs of failure (e.g., nuclearpower plants)• systems with high demands on operators (e.g.,rescue coordination centers, combat aircraft, callcenters)• mission-critical systems (e.g., space missioncontrol)

Characteristics of bad interfaces

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How can user interface designers determine whethera user interface (element) will cause problems forusers?

1. Analyze the interface using "common sense" (?) Intuitions can reveal some obvious omissions, confusing andinefficient interaction. Many flaws however are not "intuitively" recognizable, even withexperience in user interface design.

2. Develop a theory of "human cognitive processing",and use it to predict problems that users will havewith the interface Was only successfull in limited areas so far.

find-problems.htm

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3. Test the interface with users, and watch whetherproblems can be observed or are reported by users Tests with 5-8 users already reveal major problems

Generalize the findings from (3) and develop guidelines of whatshould not be done + "Usability Engineering"

How can user interface designers determine whether auser interface (element) will not cause problems forusers?

find-problems.htm

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What is Aim of Human-ComputerInteraction?

Narrow definition:

The field of Human-Computer Interaction investigateshow (single) users can best interact with computers.Particular emphasis is put on

software aspects (as opposed to the input and outputdevices and the physical workplace), and

Aim of Human-Computer Interaction

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specifically on the layout and operation of the interface("User Interface Design", "Interface Engineering").

Broad definition:

The field of Human-Computer Interaction studies "thepeople side" in the interaction with computers, including

users´ mental processes when interacting withcomputers

work practices●

training issues●

Aim of Human-Computer Interaction

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management of computerized work processes●

collaboration in computerized workgroups●

social/organizational aspects●

health issues●

+ This course focusses on user interface design issues,due to their importance and the availability of other ICScourses that focus on other aspects of HCI.

Aim of Human-Computer Interaction

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Elements of HCI

1. What are user interfaces?

2. Users are different

3. Factors in HCI

4. Levels of analysis

5. Measurable human factors

6. Disciplines contributing to HCI

7. Integration of usability testing into the software development process

Elements of HCI

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8. Affordances

Elements of HCI

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What are user interfaces?

User interfaces help users interact with programs.Users employ programs for performing their tasks.

+ User interfaces help users interact with their tasks.

+ A user interface should not reflect the structure of theunderlying program, but the structure of the task domainand/or the task solution process. Users should notinteract with the computer, but with their tasks.

What are interfaces

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Users are different

Physical work environments●

Tasks●

Cognitive and perceptual abilities●

Personality differences●

Cultural differences●

Disabilities●

Age●

Users are different

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Factors in HCIFactors in HCI

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(from Preece et al. 1994, p. 31)

Factors in HCI

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Levels of Analysis in HCI

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Central measurable human factorsfor user interface evaluation

Speed of performanceHow long does it take to carry out the benchmark tasks?

Error/success rateHow many and what kind of errors do people make in carrying outthe benchmark tasks? How many tasks were successfullycompleted?

Time to learnHow long does it take for users to learn what actions are required toachieve the benchmark tasks?

5humanfactors.html

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Retention over timeHow well do users maintain their knowledge and skills over givenperiods of time?

Subjective satisfactionHow much did users like using verious aspects of the system?

5humanfactors.html

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Disciplines contributing to HCI

Other contributing disciplines:

Artificial intelligence●

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Linguistics●

Ethnology●

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Affordances"term that refers to the properties of objects -- what sorts of operationsand manipulations can be done to a particular object" (D. A. Norman1988, The Psychology of everyday things).

A door affords opening●

A chair affords support●

"perceived affordance": the extent to which objectssuggest their affordance.

Affordances

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Affordances

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Cognitive Elements of HCI

1. Gestalt laws

2. Graphical coding

3. Recognition versus recall

4. Mental models

5. Metaphors

6. Affordances

7. Fitts' law (see menu interaction)

8. Color vision (see color)

Cognitive Elements of HCI

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Gestalt Laws

Gestalt laws describe regularities of human perception (but do notexplain them!)

Proximity: objects that are close to each other tend to be seen as agroup

Similarity: objects of the same shape or color are seen as belongingtogether

Closure: Missing parts of an object are filled in to complete it, so that itappears as a whole.

Continuity: lines tend to be seen as continuous, even if they areinterrupted

Symmetry: regions bounded by symmetrical borders tend to beperceived as coherent figures

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Example for the Application of Gestalt Laws

Please answer the following questions based solely on Gestalt laws, theupper-case words in the leftmost box and the proper names in thepicture.

How many ballots are there?1.

Can George Bush and Art Olivier together be elected for presidentand vice president?

2.

Name all people who can be elected for president and vice president.3.

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Untitled Document

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Comparison of coding methods (Maguire, 1987)

Coding methodMaximumnumber ofcodes

Comments

Alphanumerics UnlimitedHighly versatile. Meaning can be self-evident. Location time may be longerthan for graphic code.

Shapes 10-20 Very effective if code matches object or operation represented

Color 4-11Attractive and efficient. Excessive use confusing. Limited value for thecolor-blind.

Line angle 8-11 Good in special cases, for example, wind direction.Line length 3-4 Good. Can clutter display if many codes displayed.Line width 2-3 GoodLine style 5-9 Good

Object size 3-5Fair. Can take up considerable space. Location time longer than for shapeand color

Brightness 2-4 Can be fatiguing, especially if screen contrast is poor

Blink 2-4Good for getting attention but should be suppressible afterwards. Annoying ifoverused. Limit to small fields.

Reverse video No dataEffective for making data stand out. If large area is in reverse video, flicker ismore easily perceived.

Underlining No data Useful but can reduce text legibility.Combination ofcodes

Unlimited Can reinforce coding but complex combinations can be confusing

Comparison of coding methods

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Mental models

Mental models are representations of the function and/or structure ofobjects in peoples' minds.

may be incorrect or incomplete●

can be "executed"●

are analogical representations, or a combination of analogical andpropositional representations

are dynamically constructed when required●

Two main types:

Functional models (good for everyday use)●

Structural models (good for breakdown situations; difficult to acquirefrom usage experience only)

* Computer systems should be designed in such a way that users canquickly acquire a good functional model of the system which is inaccordance with their task model.

Mental models

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Important interaction metaphors

Metaphors constitute the user's initial mental model of thesystem's structure and operation. They should relate to users' pastexperiences and should be consistent.

(Typewriter metaphor): Evoked easily due to physicalsimilarities. Should be avoided

Desktop metaphor: Currently the predominant metaphor.●

Book metaphor: For hypertext, hypertext-like onlinedocumentation.

Filing cabinets: For online documentation, system settings.●

Important interaction metaphors

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Office metaphor: For collections of documents●

Library metaphor: For large collections of documents●

Building metaphors, city metaphors, etc.: for virtual worlds●

Composite metaphorsCombine 2 or more metaphors (like office, file cabinet and desktop)

The learning and retention of a system's functionality is considerablyfacilitated by meaningful and consistent metaphors.

Important interaction metaphors

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City metaphorCity metaphor

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Input and Output Devices

1. Output devices

2. Input devices

3. Requirements for input and output devices

Input and Output Devices

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Output devices

Desk-bound displays (CRT, LCD, Plasma)●

Portable displays●

Displays in helmets , eye glasses , projections onto retina●

Wall-mounted displays (projections ), whiteboards●

Speech Audio●

Non-Speech Audio●

Force output ●

Special output devices for people with disabilities(Braille display , speech, etc.)

Output devices

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+ Cater to variety of possible output devices

Output devices

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Input devices

Keyboards (QUERTY, Dvorak , chord , numeric)●

Cursor keys●

mouse (1-3 keys)●

trackballs, trackpads, joystick, 3D-mouse●

Touch screens●

Speech input●

"Graffiti", handwriting, gestures●

Data gloves , data suits, 3D trackers●

Gaze●

Input devices

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Special input devices for people with disabilities(e.g., foot mouse, head mouse , lip readers, etc.)

+Cater to variety

Input devices

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Requirements for I/O Devices

Must match the physiological and psychological characteristics ofusers, their training and their expertise(consider age, impairments, and computer skills)

Must be appropriate for the user's tasks●

Must be suitable for the intended work environment.●

Requirements for I/O Devices

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Interaction Styles and HCIGuidelines

1. Interaction Styles

2. Interaction style independent design principles

3. Command interfaces

4. Menu-based interfaces

5. Direct-manipulative interaction

6. Form Fills

Overview of Interaction Styles

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Interaction styles

Command entry Difficult to learn and to retain Can be very efficient for trained users+ Recommended for frequent users only (and for work under timepressure)

Menus Easy to learn and to retain Slows experienced users down+ Recommended for all users when complemented by menucommands

Interaction styles

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Direct manipulation Relatively easy to learn, easy to retain Restricted in scope+Recommended for all users when icons arelabeled and when direct manipulation is complemented by other interaction style(s)

(Form fill-in) Limited in scope

(Natural-language interaction) Technical limitations

Interaction styles

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Interaction-style independent design principles

Strive for consistency (constancy is a special type)

internal;❍

external with metaphor, and other softwarethereby conformity with user expectations

Provide advance information●

Provide immediate feedback●

Permit easy reversal of actions (undo)●

Prevent errors; offer help in case of errors●

Reduce short-term memory load●

(Let the user be in control)●

Cater to user diversity; allow for personalization●

Interaction-style independent design principles

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Provide shortcuts for experienced users●

Interaction-style independent design principles

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Command interface style

Command interface style

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Command interfacesAdvantages:

Hands remain on the keyboard●

Fast input●

Powerful language constructs possible ("print file1 file2 file3", wildcards, pipes, ...)●

Disadvantages:

Difficult to learn●

Difficult to retain●

Guidelines:

Use action-oriented command names that come in the first place, i.e. <command> <arg1><arg2>...(e.g., "move a b" rather than "a move b" or "location a b")

Use congruent names for antagonistic commands (Carroll 1982)●

Use consistent order of arguments●

Command interfaces

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Specifiy direct object in first argument (Barnard et al., 1982)●

Allow natural/consistent abbreviations for command names(e.g., "mv" for "move"; cf. Shneiderman 1998)

Allow for variations in the syntax; tolerate spurious words (e.g., "mv a to b")●

Allow for the definition of aliases●

Provide command history●

Allow for the editing and re-entry of the last few commands●

If possible, allow multiple parameters and wildcards●

If possible, allow macro definition and programming●

Command interfaces

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Menu-based interfaces

Overview

Guidelines for menu items

Guidelines for menu length and item order

Guidelines for menu dynamics

Guidelines for menu hierarchies

Guidelines for graphical menus

Guidelines for adaptable and adaptive menus

Menu-based interfaces

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Menu-based Interaction --Overview

3 basic activities:Navigation (in menu hierarchy, information resource, etc.)●

Selection (of data, parameters, etc.)●

Activation (of programs, documents, etc.)●

Selection made through mouse, number/character keys, functionkeys, cursor keys plus return key, rotating cursor symbol plus return key,touching on the screen, etc.Special case: "analog" menus

Types of menus

Menu-Based Interaction -- Overview

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Textual menus●

Graphical menus (icons) ●

Combination of text and graphics

Linear menus●

Menus with spatial layout

Static menus (e.g., menu bar)●

Pull-down menus●

Pop-up menus

Isolated menus●

Menu-Based Interaction -- Overview

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Connected menus (mostly hierarchical menus) ●

Pie menus ●

Menu-Based Interaction -- Overview

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Guidelines for menu items

The menu should have a short meaningful headline, preferablycentered, in upper/lower case; unneccessaryemphasis/embellishment should be avoided.

Menus should show

the menu items that can be selected❍

the menu items that currently cannot be selected (deemphasized)❍

the menu items that have already been selected❍

the presence of submenus❍

if applicable: the code/key to select the menu item❍

if applicable: the shortcut that can be used to select the item, inaddition to the mouse

Guidelines for menu items

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if applicable: short and polite instructions on how to select items,formulated in terms of the user's task.

Entries should be in upper/lower case; avoid unneccessaryemphasis/embellishment.

The difference of each entry to all other entries must be very clear(Schwartz & Norman, 1986).

If the name of an item consists of more than one word, the mostsignificant word should come first.

If letter codes are being used, the code should correspond to the firstletter of the first word. If this is not possible, numeric codes should beused (Pellman, 1984) .

To achieve external consistency with earlier versions or competitiveproducts, menu items should be lexically identical (least there won'tbe a transfer effect; Foltz et al., 1988). Addition and ommission ofmenu entries is o.k.

Guidelines for menu items

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In non-tabular menus, the error rate for items with text and iconscombined is 50% less than for mere textual items (Muter andMayson, 1986).

Example of poor menu design Example of better menu design

Guidelines for menu items

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Example of poorly designed menu

**MENU

A PROJECT ADDITIONB PROJECT INFO UPDATEC DELETE RECORDD PROJECT INFO DISPLAYE REPORTF REPORT CHANGES

KEY:

Example of poorly desgned menu

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Improved design

Update project descriptions

Options:

1. Add project2. Update project3. Display project4. Delete project

5. Project report6. Changes over previous report

7. Return to previous menu

Please enter selectionby pressing key 1 - 7: _

Improved menu design

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(Type H for help)Improved menu design

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Guidelines for menu length and item order in linearmenus

For beginners, menus should be kept short. If item names are longerthan one word, menus should not contain more than 5-8 items.

Longer menus are possible if items are grouped or have a naturalsequence (numbers, dates, etc.)

Items should be grouped according to rules of the task domain, andseparated by whitespace or horizontal lines (Parkinson et al., 1985).

For beginners: menu items that will be frequently used by most usersshould go to the top of the menu

If multiple selections are possible, then frequently-selectedcombinations of items should be kept closely together (or otherwiseincreased in size)

"Dangerous" items should not be collocated with frequently useditems.

Menu length and item order

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(As a final rule): use alphabetic, chronological or numerical order, orgroup according to similarity of items (e.g., position "save as" next to"save")

Possibly use pie menus, which are superior to pull-down menus forbeginners.

Menu length and item order

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Selection time for menu itemsThe time necessary to select an item i from a menu of length n iscomposed of the search time S plus

in the case of selection via a keyboard code: the time necessary topress the key(s);

in the case of selection with a pointing time: the positioning time P,plus the activation time (e.g. the mouse click).

1. Search time S

1.1 Beginning users:

If the label of the item is unknown, all items must be inspected atleast once. S is therefore proportional to n.

If the label of the item is known, there are three possible searchstrategies

Selection time for menu items

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(1) Serial inspection(2) Random inspection without repeat (implausible)(3) Random inspection with repeat

In all three cases, S is proportional to n. In case (3), both the expectedmeans and the variance is higher than in (2) and (1).

1.2 Advanced users:

Advanced users remember the approximate position of frequently useditems fairly well. The search time S then is nearly constant (i.e.,independent of n).

* The length of a menu only influences the search time when the user isa beginner.

Selection time for menu items

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2. Positioning time P

W

D

Fitt’s law: P = C1 + C2 log2 (2D / W)

Some authors: …+ C3 log2(C4/W)

P = Positioning timeD = Distance between Cursor and ObjectW = Size of the ObjectCi = Constants depending on pointing device

log2(2D/W)

2D/W

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Menu dynamicsThe menu item that is currently being touched by the cursor symbolshould be highlighted.

Submenus of the currently touched menu item should be shown(30% less search time and 50% less errors for beginning users,Snowberry et al., 1985).

Selected options in the menu should remain checked.●

It must be possible to leave the menu without selecting any item(since users may have erronously launched the menu, or just want toexplore the system)

Positional constancy in menu entries is important. If an item is notavailable at the moment, it must nevertheless remain in the menu,but should be made less prominent (e.g., grey color)

Menus should be easily visible against all possible backgrounds. ●

Menu-Based Interaction -- Overview

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Guidelines for menu hierarchiesSubmenus of the currently touched menu item should beautomatically shown (30% less search time and 50% less errors forbeginning users, Snowberry et al., 1985).

Menus should not be deeply nested (2-3 levels only).●

The menu lenght should not exceed 3-12 items. Menus may belonger if they are grouped or if items have a natural sequence.

On the top level and particularly on the bottom ("leaf") level, menusshould be longer than in the middle of the hierarchy (Norman & Chin,1988).

Longer menus are better when working under time pressure(Wallace, 1988)

The total number of different menus in a hierarchy should be low(Norman 1991). If possible, combine two or more intermediatemenus into a single one and deactivate those menu items that do notoccur in the respective navigation path.

Guidelines for Menu Hierarchies

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All entries of the same level should fit on a screen (no scrollingshould be necessary).

The hierarchy should be constructed thematically. Sometimes menuhierarchies can be constructed based on which items are frequentlyselected together.

Constructing hierarchies top-down or bottom-up? (Chin, 1986):

Top-down approach yields broader trees (more menu entries on the top level) anddeeper trees. The emphasis lies on the discrimination of the differences between items.

Bottom-up approach yields narrower trees with broad lowermost level. The emphasislies on the clustering of related items.* Use a combined approach.

Consider menu shortcuts to deeper hierarchy levels.●

External consistency (with previous program versions or competitiveprograms): changing the hierarchical position of menu entries is o.k.,as long as lexical identity is preserved (Foltz et al., 1988).

Guidelines for Menu Hierarchies

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Guidelines for graphical menus Menu items (= "icons") should be recognizable and distinguishablewithin the normal viewing distance, under different light conditions.

Should be esthetically pleasing.●

Global properties (like form, color or size) are much more importantthan local properties.

Abstract icons become much faster selected than concrete icons.

The selection speed for abstract items seems to be lessdependent on the number of icons than is the case for concreteand textual items ("parallel search").

Similar objects/functions should be assigned similar icons.●

Users should be able to easily understand the intended meaning oficons, or at least be able to learn it quickly.

Guidelines for graphical menus

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Guidelines for adaptable and adaptive menusExperienced users (and system administrators) should have thepossibiltiy to make changes to the menus, to cater to user needs (="adaptable menus"):

introduce/change shortcut codes❍

hide/delete redundant menu items❍

move/duplicate menu items into other menus❍

create links between menus❍

It does not seem advisable to allow for completely automaticpositional changes in menus, like re-ordering or hierarchicalre-positioning of menu items based on usage frequency (= "adaptivemenus")

violates the constancy principle❍

Guidelines for adaptable and "adaptive" menus

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negative experimental results by Shneiderman❍

It seems o.k. to perform positional changes under the control of theuser.

Example toolbar

Recommendations for changes in a Word 97 "Personal Toolbar", based on usage frequency(Spasovsky/Fink/Kobsa 1997)

Guidelines for adaptable and "adaptive" menus

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Direct-interactive style

Direct-interactive style

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Form-fills

● Useful for entering large amounts of data

● Consist of tables and label/data fields

GuidelinesSwitch at most once between tables and label/data fields.●

Left-align labels, data fields, and columns of tables. ●

Alphabetical listings should be arranged vertically, possibly in severalparallel columns.

If user enters data from a paper document, its layout should bemirrored by the screen layout.

Allow for a space of at least two characters between columns.●

form-fills.htm

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Insert a blank line after about every fifth line of data. ●

Split long alphanumeric codes in groups of 2-4 characters.

If a specific format of the user input is required, communicate this tothe user:

Use underscores, periods etc. to indicate the exact or maximum input length. ❍

Units (like $, ft., mph) and separators (like "-", "/") should be part of the form.❍

Use add-ons like "dd/mm/yy" or "(example: 12/_8/59)".❍

Mark fields where entry is required (e.g., by "?", "." or color), or groupsuch fields separately. Hitting the return or tab key should bringthe user to the next required entry field.

Fill in data fields with default values or with the most recently enteredvalue.

Enter field values automatically if they can be inferred from otheruser input.

form-fills.htm

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Allow for abreviated entries which can be expanded by hitting asingle key (automatic expansion is difficult for beginners). If the resultis not unique, show available alternatives.

Automatically entered values should however never have dangerouseffects.

Example

form-fills.htm

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Selected elements of screendesigns

1. General screen layout

Overview of Interaction Styles

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Guidelines for general screen layout

The layout should reflect the structure of the task or the task solutionprocess, and not the structure of the underlying program.

All information that is necessary to solve a coherent sub-task shouldbe visible on the same screen.

The screen should not contain information that is never relevant forthe user.

The screen should contain a minimum of 60% (and ideally 85%)whitespace.

The upper and the lower half of the screen should roughly containthe same amount of whitespace.

The screen layout should be more or less vertically symmetric.●

All information that belongs together should be grouped together inclearly visually separated unit that is always presented at the sameplace.

gdl-screen-layout.htm

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Proximity/distance is mostly good enough for grouping;❍

if not, use lines, differently colored background, or boxes.❍

Users should be able to enter and correct data in arbitrary order.●

If connecting screens have to be used,

the same headlines should be used❍

information units needed in two or more screens should be presented on allscreens, atthe same location.

Users should always be able to find information on

how to get to the previous screen❍

optional: how to exit the subtask or the whole program❍

how to obtain help❍

Unnecessary colors and embellishments should be avoided.●

Emphasis should only be used if really necessary, and only withnecessary prominence:

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low: different font, underlining, upper case, spacing out❍

medium: different size, color or density, inverse video, framing❍

high: blinking, acoustic signals❍

Special screen areas

Title line

centered in the upper part of the screen●

separated by whitespace●

possibly marked out by larger font, bold face, inverse●

Lowermost screen part:

Good place for status information●

explanation of available secondary menu options (help, exit, special function keys)●

dynamic explanation of items that are touched by the mouse symbol●

warnings and error messages (possibly with an acoustic signal that can optionally be turnedoff)

gdl-screen-layout.htm

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Logos: should go into the left or right upper corner

Clocks: should not show seconds and should not tick

Example

gdl-screen-layout.htm

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