Design Rules, Patterns and Guidelines Flashcards

1
Q

Design Principles and Rules

A

Design Principles
1. Visibility
2. Affordances / Signifiers
3. Constraints
4. Mappings
5. Feedback
(General and Abstract)

Rules and Guidelines
1. Golden Rules / Heuristics
2. Standards
3. UI Design Patterns
4. UI Style Guides
(Applied and Actionable)

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2
Q

Types of Design Rules

A
  • Design rules differ in generality and authority
  • Generality - rules can apply to many design situations or have narrower focus
  • Author - rules can be suggestions, recommendations or strict and testable
  • Principles provide general guidance in any user
  • But they are hard to evaluate because of their level of abstraction
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3
Q

Types of Design Rules 2

A
  • Golden rules give recommendations - more concrete and actionable than principles
  • Standards provided definitions and rules that must be followed
  • Design patterns suggest generic solutions for specific problems
  • Style guides are a design standard for specific devices, operating systems and UI libraries
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4
Q

What are the Eigh Golden Rules by B. Schneiderman

A
  1. Strive for consistency
  2. Seek universal usability
  3. Offer informative feedback
  4. Design dialogues to yield closure
  5. Prevent Errors
  6. Permit easy reversal of actions
  7. Keep users in control
  8. Reduce short-term memory load
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5
Q

1, Strive for Consistency

A

“Consistent sequences of actions should be required in similar situations; identical terminology should be used in prompts, menus, and help screens; and consistent colour, layout, capitalization, fonts, and so on, should be employed throughout. Exceptions, such as required confirmation of the delete command or no echoing of passwords, should be comprehensible and limited in number”

  • When user interfaces are inconsistent, then it is difficult for users to predict what the effect of certain actions will be
  • That increases the gulf of execution: what action do I take to achieve my goal
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6
Q

Internal versus External Consistency

A
  • Internal consistency
    a. Consistency within your user interface and application
    b. Avoid confusion
    c. Increase predictability
  • External consistency
    a. Consistency across applications
    b. Use familiar terminology and common UI concepts that people know from other user interfaces
    c. Support transfer of knowledge from other applications
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7
Q

Types of Consistency

A
  • Syntactic consistency
  • Semantic consistency
  • Terminological consistency
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8
Q

Syntactic consistency

A
  • Consistent layout of interface elements
  • e.g., OK button always in the same place in a dialog box
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9
Q

Semantic consistency

A
  • Consistent meaning of interface elements
  • e.g., OK button always has the same meaning/function
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10
Q

Terminological consistency

A
  • The same function is consistently labelled
  • e.g., OK function always has the same name
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11
Q
  1. Seek universal usability
A

“Recognize the needs of diverse users and design for plasticity, facilitating transformation of content. Novice to expert differences, age ranges, disabilities, international variations, technological diversity each enrich the spectrum of requirements that guides design. Adding features for novices, such as explanations, and features for experts, such as shortcuts and faster pacing, enriches the interface design and improved perceived quality.”

  • Note: plasticity refers to the capacity of a user interface to be adapted
    • e.g. responsive web design, to support different size display devices
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12
Q
  1. Offer informative feedback
A

“For every user action, there should be an interface feedback. For frequent and minor actions, the response can be modest, whereas for infrequent and major actions, the response should be more substantial.”

  • For example, feedback that something is in progress can be subtle.
  • Errors are a major incident and need substantial feedback.
  • Actions that have a major consequence require substantial feedback.
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13
Q
  1. Design dialogues to yield closure
A

“Sequences of actions should be organized into groups with a beginning, middle, and end. Informative feedback at the completion of a group of actions gives users the satisfaction of accomplishment, a sense of relief, a signal to drop contingency plans from their minds, and an indicator to prepare for the next group of actions. For example, e-commerce websites move users from selecting products to the checkout, ending with a clear confirmation page that completes the transaction.”

  • Important for actions that are not immediate and span over a long time or multiple steps
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14
Q
  1. Prevent Errors
A

“As much as possible, design the interface so that users cannot make serious errors; for example gray out menu items that are not appropriate and do not allow alphabetic characters in numeric entry fields. If users make an error, interface should offer simple, constructive, specific instructions for recovery. For example user should not have to retype an entire name-address form if they enter an invalid zip code but rather should be guided to repair only the faulty part. Errorneous actions should leave the interface unchanged, or the interface should give instructions about restoring the state.”

  • Error prevention versus error handling in dialog with the user
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15
Q
  1. Permit easy reversal of actions
A

“As much as possible, actions should be reversible. This feature relieves anxiety, since users know that errors can be undone, and encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data-entry task, or a complete group of actions, such as entry of a name-address block”

  • Providing UNDO functions: ideally, all actions should be reversible
  • Not always possible - Communication (e.g., email), smart environments, machines, cars, …
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16
Q
  1. Keep users in control
A

“Experienced users strongly desire the sense that they are in charge of the interface and that the interface responds to their actions. They don’t want surprises or changes in familiar behaviour, and they are annoyed by tedious data-entry sequences, difficulty in obtaining necessary information, and inability to produce their desired result.”

  • The system should be predictable
  • Current developments are in contrast: AI, intelligent agents, smart environments
17
Q
  1. Reduce short-term memory load
A

“Humans’ limited capacity for information processing in short-term memory requires that designers avoid interfaces in which users must remember information from one display and then use that information of another display. It means that cellphones should not require reentry of phone numbers, web site locations should remain visible and lengthy forms should be compacted to fit a single display.”

  • The system should remember, not the user
  • Make information that is required visible
  • Recognition is easier than recall
18
Q

Golden Rules - Key Points

A
  • Golden Rules are general but more actionable than design principles
  • Derived from experience and refined over time
  • Apply generally in many situations but not as a strict rule
  • Require interpretation and adjustment for different design contexts
  • Shneiderman’s Golden Rules are widely used but there are other sets of rules and heuristics that have the same objective
  • See “10 Usability Heuristics for User Interface Design” by J. Nielsen
    https://www.nngroup.com/articles/ten-usability-heuristics/
19
Q

Standards - ISO 9241

A

Ergonomics of human-system interaction
* Part 1: General introduction
* Part 2: Guidance on task requirements
* Part 3: Visual display requirements
* Part 4: Keyboard requirements
* Part 110: Interaction principles
* Part 210: Human-centered design for interactive systems
* Part 420: Selection procedures for physical input devices
* Part 910: Framework for tactile and haptic interaction

20
Q

Example: ISO 9241-210

A
  • States principles and defines terminology for user-centered design (UCD)
  • Design should be based upon explicit understanding of users, tasks and the environments in which they operate.
  • Users must be involved throughout design and development.
  • Design should be driven by and refined by user-centred evaluation
  • The design process is iterative.
  • Design must address the whole user experience.
  • Design teams should include multi-disciplinary skills and perspectives
21
Q

Example: ISO 9241-9

A
  • “Requirements for non-keyboard input devices”
  • Covers devices such as mouse, trackpad and other pointing devices
  • Includes specification of testing procedures for pointing devices
    • 2D Fitts Law task with circular layout of targets
    • Defining test procedure and metrics (throughput)
      * Clear point of reference for any evaluation of pointing devices
22
Q

Standrads - Web Content Accessibility Guidelines (WCAG 2.1)

A
  • Recommendations for Web Accessibility
23
Q

Standrads - Web Content Accessibility Guidelines (WCAG 2.1)

A
  • Recommendations for Web Accessibility
  • Layers of Guidance
    • Four Principles of Accessbility
    • Guidelines: stating goals that authors should work to
    • Success criteria: providing criteria that are testable
    • Techniques: documenting techniques that meet the criteria
24
Q

WCAG - Four Principles of Accessibility

A
  • Perceivable - information and user interface components must be presentable to users in ways they can perceive
  • Operable - User interface components and navigation must be operable.
  • Understandable - Information and the operation of user interface must be understandable
  • Robust - Content must be robust enough that it can be interpreted reliably by a wide variety of user agents, including assistive technologies
25
Q

WCAG - Perceivabity Guidelines

A
  1. Perceivable
    1. Provide text alternatives for non-text content.
    2. Provide captions for time-based media.
    3. Create content that can be presented in different ways (for example simpler layout) without losing information or structure.
    4. Make it easier for users to see and head content including foreground from background.
26
Q

WCAG - Operability Guidelines

A
  1. Operable
    1. Make all functionality available from a keyboard.
    2. Provide users enough time to read and use content.
    3. Do not design content in a way that is known to cause seizures and physical reactions.
    4. Provide ways to help users navigate, find content, and determine where they are
    5. Make it easier for users to operate functionality through various inputs beyond keyboard.
27
Q

WCAG - Understandability and Robustness

A
  1. Understandable
    1. Make text content readable and understandable
    2. Make Web pages appear and operate in predictable ways.
    3. Help users avoid and correct mistakes
  2. Robust
    1. Maximize compatibility with current and future user agents, including assistive technologies.
28
Q

Web Accessibility Legal Requirements

A
  • Public Sector Bodies (Websites and Mobile Applications) (No,2) Accessibility Regulations 2018
  • “Your website or mobile app will meet the newer legal requirements if you:
    • Meet the new international WCAG 2.1 AA accessibility standard
    • Publish an accessibility statement that explains how accessible your website or mobile app is”
29
Q

Standards - Key Points

A
  • Agreement by stakeholders
  • Apply generally in many situations
  • High level of authority
    • Agreed point of reference
    • Referred in regulations
  • Conformance can be tested
30
Q

UI Design Patterns

A
  • User interface design patterns are recurring solutions that solve common design problems
  • Patterns emerge from practice
  • A pattern typically describes
    • A common design problem
    • The content or situation where it occurs
    • A solution for the problem
    • A rationale for the solution
    • Examples that illustrate the pattern
31
Q

Example: “Good Defaults” Design Pattern

A
32
Q

Example: “Carousel” Design Pattern

A
33
Q

UI Design Patterns - Key Points

A
  • Design Patterns have in common with golden rules and design heuristics that they are derived from experience
  • But they have a narrower focus, addressing specific problems
  • They provide clear solutions with examples
  • They provide guidance on when to use, and when not to
34
Q

UI Style Guides

A
  • Style guides are a design standard for specific products, platforms or libraries
  • Style guides define
    • What the UI should look like
    • How it is operated
    • How it reacts to input
    • What it feels like
  • The purpose is to support consistency across design teams and applications
  • Usually most rules are “encoded” in the libraries, frameworks and UI builder
35
Q

Example: Apple Human Interface Guidelines

A