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Shneiderman's User Interface Design Principles

The document discusses guidelines for designing user interfaces, focusing on Ben Shneiderman's "Eight Golden Rules of Interface Design". The rules provide principles for creating intuitive and usable interfaces, such as maintaining consistency, enabling shortcuts for experienced users, providing feedback, and reducing errors. The guidelines suggest interfaces should keep displays simple, allow reversing actions, and minimize memory load on users. Overall the rules offer a framework for interaction design to improve usability.

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Yakub Muhammad
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0% found this document useful (0 votes)
102 views3 pages

Shneiderman's User Interface Design Principles

The document discusses guidelines for designing user interfaces, focusing on Ben Shneiderman's "Eight Golden Rules of Interface Design". The rules provide principles for creating intuitive and usable interfaces, such as maintaining consistency, enabling shortcuts for experienced users, providing feedback, and reducing errors. The guidelines suggest interfaces should keep displays simple, allow reversing actions, and minimize memory load on users. Overall the rules offer a framework for interaction design to improve usability.

Uploaded by

Yakub Muhammad
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Designing User Interface

Referensi :
Designing User Interface “ A Strategy to Develop Human Computer Interaction “.
Ben Schneiderman – Addison Wesley

Sudut pandang pembelajaran DUI :


1. Psikologi
2. Computer Engineering
3. Bisnis dan Sistem Informasi
4. Design dan Media Study
5. Art

Dari sudut pandang Computer Engineering, ada beberapa point yang perlu diperhatikan, yaitu :
1. Proper functionality, sesuai dengan kebutuhan.
2. Reliability, Availability, Security, Design
3. Standarization, Integrity, Compatibility, Portability
4. Scheduling and Budgeting
5. Input validity

Goal of Design Software :


1. Time of learning
2. Speed of performance
3. Rate of error
4. Retention overtime – seberapa lama termemori di otak user
5. Satisfaction

Motivation in Human Interaction Design :


1. Life critical
2. ….
3. Office home
4. Exploratory

Teori-teori satisfaction :
TRA : Theory of Reasoned Action (Ajzen)
TPB : Theory of Planned Behavior
TAM : Technology Acceptance Model (Davis)
IS Success Model (Delone & McLean)

5 Teknik untuk memperoleh respon user :


1. Reward
2. Personalisasi
3. Bukti diri yang berwenang
4. Batas waktu
5. Tindak lanjut.
Sudut pandang SI
Usability
3 pilars of successful design :
Design  Process  Radical Transform
Is expected
Discovery

Successful Design
Theory – Algoritm – Controlled Experience
Academic Researh

Design dari sudut pandang user , ada 6 step :


1. Design / develop product concept
2. Research & need analysis
3. Screen key design / prototype
4. Iteration & Refinement
5. Implementation
6. Roll out

3 prinsip pengembangan antar muka :


1. Know the diversity
2. The 8 golden rules
3. Preventing error

Ad 1 user profile (novice, intermediate, expert )


Task profile
Hak akses

Shneiderman's "Eight Golden Rules of Interface Design"

These rules were obtained from the text Designing the User Interface by Ben Shneiderman.
Shneiderman proposed this collection of principles that are derived heuristically from
experience and applicable in most interactive systems after being properly refined, extended,
and interpreted [9].

To improve the usability of an application it is important to have a well designed interface.


Shneiderman's "Eight Golden Rules of Interface Design" are a guide to good interaction
design.

1 Strive for consistency.


Consistent sequences of actions should be required in similar situations; identical
terminology should be used in prompts, menus, and help screens; and consistent commands
should be employed throughout.
2 Enable frequent users to use shortcuts.
As the frequency of use increases, so do the user's desires to reduce the number of
interactions and to increase the pace of interaction. Abbreviations, function keys, hidden
commands, and macro facilities are very helpful to an expert user.

3 Offer informative feedback.


For every operator action, there should be some system feedback. For frequent and minor
actions, the response can be modest, while for infrequent and major actions, the response
should be more substantial.

4 Design dialog to yield closure.


Sequences of actions should be organized into groups with a beginning, middle, and end. The
informative feedback at the completion of a group of actions gives the operators the
satisfaction of accomplishment, a sense of relief, the signal to drop contingency plans and
options from their minds, and an indication that the way is clear to prepare for the next group
of actions.

5 Offer simple error handling.


As much as possible, design the system so the user cannot make a serious error. If an error is
made, the system should be able to detect the error and offer simple, comprehensible
mechanisms for handling the error.

6 Permit easy reversal of actions.


This feature relieves anxiety, since the user knows that errors can be undone; it thus
encourages exploration of unfamiliar options. The units of reversibility may be a single
action, a data entry, or a complete group of actions.

7 Support internal locus of control.


Experienced operators strongly desire the sense that they are in charge of the system and that
the system responds to their actions. Design the system to make users the initiators of actions
rather than the responders.

8 Reduce short-term memory load.


The limitation of human information processing in short-term memory requires that displays
be kept simple, multiple page displays be consolidated, window-motion frequency be
reduced, and sufficient training time be allotted for codes, mnemonics, and sequences of
actions.

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