Unit 1
Unit 1
Unit 1
To make a GUI as user-friendly as possible, there are different elements and objects that the user use to
interact with the software. Below is a list of each of these with a brief description.
• Button - A graphical representation of a button that performs an action in a program when pressed
• Dialog box - A type of window that displays additional information, and asks a user for input.
• Icon - Small graphical representation of a program, feature, or file.
• Menu - List of commands or choices offered to the user through the menu bar.
• Menu bar - Thin, horizontal bar containing the labels of menus.
• Ribbon - Replacement for the file menu and toolbar that groups programs activities together.
• Tab - Clickable area at the top of a window that shows another page or area.
• Toolbar - Row of buttons, often near the top of an application window, that controls software
functions.
• Window - Rectangular section of the computer's display that shows the program currently being used.
The Concept of Direct Manipulation
• Direct manipulation is an interaction style in which the objects of
interest in the UI are visible and can be acted upon via physical,
reversible, incremental actions that receive immediate feedback.
• Ben Shneiderman first coined the term “direct manipulation” in the
early 1980s, at a time when the dominant interaction style was the
command line. In command-line interfaces, the user must remember
the system label for a desired action, and type it in together with the
names for the objects of the action.
The Characteristics of Direct
Manipulation
• Continuous representation of the object of interest
• Physical actions instead of complex syntax
• Continuous feedback and reversible, incremental actions
• Rapid learning
Graphical System Characteristics
• Sophisticated Visual Presentation
• Pick-and-Click Interaction
• Restricted Set of Interface Options
• Visualization
• Object Orientation
Principles of User Interface
Visibility
• It might sound straightforward, but in order to interact with something,
users need to see it first. This is the visibility principle.
• But what does that mean in practice?
• Well, applying the visibility principle requires optimising the elements of
the design that help users fulfil their goals. You can’t make everything
visible, as your interface will become too cluttered. What separates the
wheat from the chaff is the ability to identify those key elements that’ll get
the user to where they need to be.
• Ultimately, users should be able to clearly see how and where they can
achieve their goal.
Principles of User Interface
Consistency
• The consistency principle refers to how easy it is for users to make sense of what they
see on your interface.
• In a nutshell, it means keeping all the repeating elements of your design the same,
whether it’s colour, typography, function or location.
• For example, does your menu bar stay in the same position on different pages? Is all
your typography consistent across the interface? Factors like these contribute to a
positive user interaction.
• Applied through elements, visual design or interaction, consistency builds trust and
helps users feel in control of their experience.
• When consistency is applied correctly, users will understand what all the elements of
the design will look like, where they are located and how they can interact with them.
Principles of User Interface
Learnability
• The third principle of UI design is learnability.
• Users must be able to understand products and design systems easily
and quickly. As a designer, it’s your job to create an interface that
facilitates this, so users can reach their goals without needing further
help.
Principles of User Interface
Predictability
• Predictability refers to a user’s ability to forecast what will happen
next.
• If a user can predict the outcome of a certain action before they do it,
then you’ve successfully applied predictability.
• Without it, users won’t know what to do with an interface. And if they
can’t figure out what actions to take to reach their goal, they probably
won’t stick around long enough to figure it out.
Principles of User Interface
Feedback
• The fifth user interface design principle is feedback. The feedback
principle requires designers to communicate whether the user has
completed an action correctly or incorrectly.
• Feedback is important, as users need to know whether they are moving
closer to their goal. By using visual signals, designers can guide users
through their experience with an interface.
• Most importantly, feedback should be clear and meaningful, so that
users can interpret it in the desired way. For example, using a tick when
an action has been completed successfully is a globally recognised way
of saying “that’s correct!”.