Intuitiveness
It is generally perceived that the most fundamental quality of any good user interface should be that it is intuitive. The problem is that "intuitive" means different things to different people. To some an intuitive user interface is one that users can figure out for themselves. There are some instances where this is helpful, but generally the didactic elements geared for the first-time user will hamper the effectiveness of intermediate or advanced users.
A much better definition of an intuitive user interface is one that is easy to learn. This does not mean that no instruction is required, but that it is minimal and that users can "pick it up" quickly and easily. First-time users might not intuit how to operate a scroll bar, but once it is explained they generally find it to be an intuitive idiom.
Icons, when clearly unambiguous, can help to make a user interface intuitive. But the user interface designer should never overlook the usefulness of good old-fashioned text labels. Icons depicting portrait or landscape orientation, for example, are clearly unambiguous and perhaps more intuitive than the labels themselves, but without the label of "orientation," they could make no sense at all.
Labels should be concise, cogent, and unambiguous. A good practice is to make labels conform to the terminology of the business that the application supports. This is a good way to pack a lot of meaning into a very few words.
Designing intuitive user interfaces is far more an art than a science. It draws more upon skills of psychology and cognitive reasoning than computer engineering or even graphic design. The process of Usability Testing, however, can assess the intuitiveness of a user interface in an objective manner. Designing an intuitive user interface is like playing a good game of tennis. Instructors can tell you how to do it, but it can only be achieved through hard work and practice with a lot of wins and losses on the way.
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Consistency
Consistency between applications is always good, but within an application it is essential. The standard GUI design elements go a long way to bring a level of consistency to every panel, but "look and feel" issues must be considered as well.
The use of labels and icons must always be consistent. The same label or icon should always mean the same thing, and conversely the same thing should always be represented by the same label or icon.
In addition to consistency of labeling, objects should also be placed in a consistent manner. Consider the example of the Employee Essentials Address Update panels (available through Bear Access).
There is a different panel for every address that can be updated, each with its own set of fields to be displayed and modified. Note that each panel is clearly labeled, with the label appearing in the same location on every panel. A button bank appears in the same place along the left side of every panel. Some buttons must change to accommodate the needs of any given panel, but positionality was used consistently. The closer buttons are to the top the less likely they are to change, and the closer to the bottom the more likely.
Note especially the matrix of buttons at the top left corner of every panel. These buttons are the same in every panel of the entire Employee Essentials application. They are known as "permanent objects." Early navigators used stars and constellations as unchanging reference points around which they could plot their courses. Similarly, modern aviation navigators use stationary radar beacons. They know that wherever the plane is, they can count on the radar beacon always being in the same place.
User interface designers should always provide permanent objects as unchanging reference points around which the users can navigate. If they ever get lost or disoriented, they should be able to quickly find the permanent objects and from there get to where they need to be. On the Macintosh, the apple menu and applications menu are examples of permanent objects. No matter what application the user is in, those objects will appear on the screen.
Most all Macintosh applications provide "File" and "Edit" as the first two pull-down menus. The "File" menu generally has "New" "Open" "Close" "Save" and "Save As" as the first selections in the menu, and "Quit" as the last selection. The "Edit" menu generally has "Cut," "Copy," and "Paste" as the first selections. The ubiquity of these conventions has caused them to become permanent objects. The users can count on finding them in virtually all circumstances, and from there do what they need to do.
Bear Access itself is becoming a permanent object at Cornell. If a user is at an unfamiliar workstation, all he or she needs to do is locate Bear Access, and from there an extensive suite of applications will be available.
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Simplicity
The complexity of computers and the information systems they support often causes us to overlook Occam's Razor, the principle that the most graceful solution to any problem is the one which is the most simple.
A good gauge of simplicity is often the number of panels that must be displayed and the number of mouse clicks or keystrokes that are required to accomplish a particular task. All of these should be minimized. The fewer things users have to see and do in order to get their work done, the happier and more effective they will be.
A good example of this is the way in which the user sets the document type in Microsoft Word version 5.0 as compared to version 4.0. In version 4.0, the user clicks a button on the save dialog that presents another panel in which there is a selection of radio buttons indicating all the valid file types. In version 5.0, there is simply a popup list on the save dialog. This requires fewer panels to be displayed and fewer mouse clicks to be made, and yet accomplishes exactly the same task.
A pitfall that should be avoided is "featuritis," providing an over-abundance of features that do not add value to the user interface. New tools that are available to developers allow all kinds of things to be done that weren't possible before, but it is important not to add features just because it's possible to do so. The indiscriminate inclusion of features can confuse the users and lead to "window pollution." Features should not be included on a user interface unless there is a compelling need for them and they add significant value to the application.
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Prevention
A fundamental tenet of graphic user interfaces is that it is preferable to prevent users from performing an inappropriate task in the first place rather than allowing the task to be performed and presenting a message afterwards saying that it couldn't be done. This is accomplished by disabling, or "graying out" certain elements under certain conditions.
Consider the average save dialog. A document can not be saved if it has not been given a name. Note how the Save button is disabled when the name field is blank, but is enabled when a name has been entered.
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Forgiveness
One of the advantages of graphic user interfaces is that with all the options plainly laid out for users, they are free to explore and discover things for themselves. But this requires that there always be a way out if they find themselves somewhere they realize the shouldn't be, and that special care is taken to make it particularly difficult to "shoot themselves in the foot."
A good tip to keep users from inadvertently causing damage is to avoid the use of the Okay button in critical situations. It is much better to have button labels that clearly indicate the action that will be taken.
Consider the example when the user closes a document that contains changes that have not been saved. It can be very misleading to have a message that says "Continue without saving?" and a default button labeled "Okay." It is much better to have a dialog that says "Document has been changed" and a default button labeled "Save", with a "Don't save" button to allow the user not to save changes if that is, in fact, the desired action.
Likewise, it can be helpful in potentially dangerous situations to have the Cancel button be the default button so that it must be a deliberate action on the part of the user to execute the function. An example is a confirmation dialog when a record is being deleted.
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Aesthetics
Finally, it is important that a user interface be aesthetically pleasing. It is possible for a user interface to be intuitive, easy to use, and efficient and still not be terribly nice to look at. While aesthetics do not directly impact the effectiveness of a user interface, users will be happier and therefore more productive if they are presented with an attractive user interface.
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