Understanding User Interface Design
Understanding User Interface Design
0 Introduction
Today, the use of the Internet, Web applications, and Mobile applications by
organizations, businesses, and individual human users have increased greatly. A user
interacts with a computer, website, or application through a fundamental platform called
user interface (U I). The user interface (UI) has to be attractive , easy to use, and
responsive for a better user experience (UX). In the context of a business, a good
interface can help in converting its users into customers. For the better understanding of
user interface design , we should know Human-Computer Interaction (HCI).
In the following sections, we shall study the following topics.
• Examine what Human-Computer Interaction is and the factors to be
considered by the HCI designers.
• Define the User Interface and study its components.
• Look at the difference between good and poor design .
• Describe the importance of a Good User Interface Design and its benefits.
• Look at the History of Screen Design.
1.1 Human-Computer Interaction
It is the study of the interaction between humans and computers and the design of
computing technologies. It basically deals with the study, planning, design ,
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implementation, and evaluation of how people and computers work together so that a
person's needs are satisfied in the most effective way. It is a combination of user-
centered design, user interface design, and user experience design.
As HCI deals with Humans and Computers, ii is a cross-disciplinary area like engineering,
psychology, and ergonomics.
In the context of HCI let us first understand the difference between interaction and
interface. Interaction is an abstract model which is used to build systems where humans
interact with the computing device for a given task, whereas an interface is a hardware
or software used to implement a given interaction model. So the letter I in HCI refers to
both interaction and interface, including the abstract model and the technological
methodology as shown in Figure 1.1.
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for different applications with the help of advanced HCI techniques and improved HCI
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There are two MMHCI techniques based on the human senses used for developing the
interfaces for different applications:
• Core Vision Techniques - uses large body movements, gestures and gaze of a
person as the input.
• Affective Computer Interaction - recognizes facial expressions or emotions in
audio of a person as the input.
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• Poor design may increase the stress level of the user and leads to frustration. This
can stop the user from using the system permanently which can create a huge
financial loss for users and organizations.
• In critical systems, like air traffic control or a nuclear power plant, the safety of its
users and/or the general public may become compromised.
3.1 Good and Poor Design
Every application is different and there are no rules or standard formulae for creating a
perfect user interface. But there is a list of things to be considered for a better design with
respect to usability. To appreciate the importance of the study of this course, some of the
design issues are considered and discussed below.
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Research work in the area of Interface design has shown that productivity benefits could
be gained through proper design.
It was found that, on an actual system that requires the processing of 4.8 million screens
per year, even if one extra second per screen is spent on viewing a screen due to poor
clarity, then almost one additional person-year would be required to process all screens.
Table 1.1. indicates the result of the above analysis.
Summary: Twenty extra seconds in screen usage time adds an additional 14 person-
years.
• Pressman ( 1992) has shown that identifying and resolving problems during the
design and development process also has significant economic benefits.
Summary: Every dollar invested in system usability returns $10 to $100 (IBM, 200 1).
• IBM introduced the first 3270 cathode ray tube text-based terminal. The 3270 was
used in many ways in the offices and the need for a better design was being
considered.
• In the 1970's, the user screen looked as shown in Figure. 1.6
• The screen looked cluttered w~h unintelligible captions.
• The screens possessed a command field which required the user to
remember what has to be keyed in. This required a great amount of practice
and patience.
• Also, the screens were monochromatic.
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• The screen design was improved in the 1980's and is shown in Figure.1.7
• In the second stage of design, the screens were visually less cluttered, with
concepts such as grouping and alignment of elements being developed.
• The commands were listed on the screen and there were clear and
meaningful field captions.
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• In the 1990s screen designs evolved greatly by the use of graphics and is as shown
in Figure. 1.8
• Borders were used to enhance groupings, buttons and menus were used,
• Multiple properties of elements like different font sizes, styles, line
thickness, and colors were introduced,
• The entry field was supported by many controls like list boxes, drop-down
combination boxes, spin boxes etc, which removed the need to remember
the key entries,
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A user interacts with an application by providing some information to the application. This
can be done in two ways, the first is Character User Interface (CUI) where the user
interacts with the application by typing some characters. This interface is not user-friendly
as the user has to type all the commands and the user has to remember all the
commands. Example: DOS.
The second way is Graphical User Interface (GUI) where the user interacts with the
application through some graphics like menus, icons, images, etc. known as objects with
the help of pointing devices. The desktop is an example of a GUI. The input devices used
here will be an electronic equivalent of the human hand. The GUI objects convey
information and represent actions that can be taken by the user. As the objects on a GUI
prompt the user with options or menus, this interface is very user-friendly.
Examples: Windows XP, Windows 7, etc.
The GUI was first developed by Alan Kay, Douglas Engelbart, and a group of other
researchers in 1981 at XEROX PARC. Later, Apple introduced a GUI on its Computer
called Lisa on January 19, 1983.
Users can also interact with a computer application through voice and gestures.
• Smart assistants such as Alexa on Amazon devices, use voice control.
• In Virtual reality games users interact with 3D design environments through their
bodily ges tures or movements.
Figure 1.9 shows the User Interface implementation loop with different ways of interaction
such as visual objects, voice and gestures.
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Menu Selection . Choosing from a set • Screen menus are • Menus are
of options with a better as they use a effective, only if
pointing device or a person's powers of menu choice
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The graphics screen became popular because of its three-dimensional look with a lot
of graphical images called icons as compared to the older one-dimensional text-based
screens.
The icons on a GUI represented objects or actions. The information on a GUI floated in
the windows and seemed to rise above the background plane. The controls appeared to
rise on the screens and could move when activated. Information could appear and
disappear when needed. Also, the text could be replaced by icons. The increased
computer power and improved displays have enabled a system to react quickly,
dynamically, and meaningfully.
The user's screen on a personal computer is also known as a Desktop. It has a lot of
user information or data stored in the form of objects representing notes, files, trays, and
trash cans all scattered on the screens. This is also called as a WIMP interface: windows,
icons, menus, and pointing devices.
All the above features helped in enhancing the person's information processing
capabilities. Also, it reduced the requirement of perceptual and mental information
recoding and reorganization, reducing the memory loads.
GUI also helps in faster information transfer and gives a more compact representation of
information. Graphics also adds an appeal to the interface and allows the users to create
a customized way of storing and organizing data.
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5.5.1 Advantages
Recognizing symbols is faster than text - graphical objects, elements, and text
are represented in the form of icons. The attributes of icons, such as shape and
color help in recognizing a message faster.
• Visual or spatial representation of information is easier to be retained and
manipulated than textual information.
• Symbols are more effective in conveying simple instructions.
• A human mind can easily remember symbolic displays than text, because actions
and visual skills in humans developed before languages. So graphic
representations of objects are found to be more natural and closer to human
capabilities.
• Displayed objects are visible on the screen so a picture gives the current context.
• As the user initiates actions there is a feeling of control, which results in faster
adaptation to the system.
• As the actions result in immediate responses, errors can be rectified if the action
does not result in a correct response. This feature is very helpful for new users.
• Graphical interfaces are more attractive and appealing.
• Icons can be spaced nearby which can result in more information in a smaller
space.
• Graphical interfaces avoid language translations that exist in text-based systems.
• These systems can be easily enhanced by adding text displays in case graphical
design is posing a limitation.
• Typing skills are not needed in graphical interfaces.
5.5.2 Disadvantages
• As the graphical screen designer has a lot of options to choose to design the
controls, it becomes complicated and the design may not be better if choices are
not done thoughtfully.
• The users of a graphical interface need more time to learn the system as they may
not know the meanings of many words and icons. The user has to learn to use a
pointing device.
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A sophisticated graphical system includes drawings and icons, and also different styles
and sizes of fonts. There are millions of choices for colors and graphics that also allow
animation and the presentation of photographs and motion video.
The interface elements visually presented to the user in a graphical system also include
windows, menus, icons to represent objects such as programs or files, assorted screen-
based controls like text boxes, list boxes, combination boxes, scroll bars, and buttons, a
mouse or other pointing device, and the cursor.
There are two mechanisms to point and select elements of a graphical screen and
perform an action upon that element,
• Through the input device, mouse, and its buttons, which allow rapid selection and
feedback.
• Through the input device, keyboard.
6 .4 Visualization
Voluminous data or too abstract information is difficult to understand. Such information
can be made understood easily by a cognitive process called Visualization. The best
visualization method helps a user learn from the data.
In visualization, an entity's representation is changed to gradually reveal the structure
and/or function of the underlying system or process. Presenting specialized graphic
pictures facilitates visualization.
The goal of presenting realistic graphical images is to convey the most relevant
information to the user.
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6 .5 Object Orientation
A graphical system is made up of objects and actions. These two components as a single
unit. A well-designed system helps the users focus on the objects and not on the actions
to be carried out on them. Objects can contain sub-objects.
Eg: If we consider a document as an object, then a paragraph, sentence, word, and letter
may be thought of as sub-objects.
According to IBM's System Application Architecture Common User Access, Advanced
Interface Design Reference (SAA CUA), objects can be divided into three classes: data,
container, and device.
• Data objects
• These objects present information in the form of either text or graphics and they
appear in the body of the screen.
These are the screen-based controls that are used for information collection
or presentation.
• Container objects
These are objects that hold other objects.
For easy access and retrieval, they can be used to group two or more
related objects.
• Container objects are of three types: the workplace, folders, and work
areas.
• The workplace is lhe desktop, a slorage area for all lhe other objects.
Folders are general-purpose containers for lhe long-term storage of
objects.
Work areas are lemporary storage folders used for storing multiple objects
currently being worked on.
• Device objects
These objects represent physical objects in the real world, such as printers or
trash cans.
• These objecls may contain olher objects to act upon
• For example, a file may be placed in a printer for prinling ils contents.
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6.5.5 Views
The ways of looking at an object's information are called views.
IBM's SM CUA gives four kinds of views: composed, contents, settings, and help.
• Composed view
• This view presents information and the objects contained within an object.
• This view is associated with data objects and is specific to tasks and products
which are being worked upon.
• Content view
• This view lists the components of objects.
• Settings view
• This view permits the seeing and changing of object properties.
• Help view
• This view gives all the help functions.
6.6 Use of Recognition Memory
As the objects and actions are continuously visible in the current graphical systems, the
user recognizes and remembers them.
6.7 Concurrent Performance of Functions
Graphic systems may perform more than one task at a time and multiple programs will
run simultaneously to perform these tasks. This is known as multitasking.
Data can be transferred between programs or stored temporarily on a clipboard for later
transfer or automatically swapped between programs.
There are two ways of multitasking
• Cooperative multitasking:
• If a system is not busy on a primary task, it can process a background
task.
Preemptive multitasking
• Here applications are running as separate tasks and the processing power
is divided into time slices and allocated to small portions to each
application.
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7.0 Introduction
The World Wide Web (WWW) was initially developed for serving as a communication
medium for researchers and scientists. But today it has entered into businesses,
organizations, and homes around the world. As the web has its roots in a market-driven
society, the important design considerations are the amount of information available
and its convenient access. To access the web applications, an interface is needed
and this is known as a Web Interface .
In the earlier stages of Web interface design, navigation and the presentation of
information were considered very essential, so content was the priority and not data. This
type of Content- or information-focused interface design is called Web page design. But
today, as many of the earlier applications developed for use on graphical systems have
migrated to the Web for their foundation, the design of Web applications has increased.
These applications also need an interface. This type of application-focused interface is
referred to as Web application design.
The World Wide Web is also referred to as WWW. W3, or the Web. The Web is an
interconnected system of public web pages accessible through the Internet. There are
many applications built on top of the internet and the Web is one of them.
Web helps people scattered across the globe to communicate, access information,
publish, and be heard. It not only enables people to control the display and the rendering
of Web pages it can also help people change the typography and colors, turn off graphics,
decide whether or not to transmit certain data over non-secure channels, and accept or
refuse cookies. The number of Internet hosts has increased since 1984. From 1000 in
1984 they exceeded one million in 1992.
Commercialization of the Internet further increased this grow1h rate. In 1993, Internet
traffic expanded at a 341 ,634 percent annual grow1h rate. With nearly 10 million hosts
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online, 40 million people got connected in 1996. In 2005 the number of Internet hosts
exceeded 350 million and the number of users was one billion.
Printed pages have been in use for five and a half centuries and so a set of accepted
guidelines for editorial style, element presentation, and text organization have already
been proposed and used. Many of these guidelines have been incorporated in the design
of Web pages and many more are being rethought, researched, and reformulated to cover
the differences between them and a printed page.
Table 1.5 gives a comparison between a Printed page and a Web page.
Many researchers and writers have tried to define a set of general principles of interface
design. In the following section, we will study these general principles to design a User
Interface
8 .1 General Principles
In this section, the design goals to create a user interface are discussed. These are
fundamental to the design and implementation of effective GUI and Web interfaces.
They are derived from the various principles described by Galitz (1992), IBM (1991,
2001), Lidwell et al. (2003), Mayhew (1992), Microsoft (1992, 1995, 2001), Norman
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(1988), Open Software Foundation (1993), Verplank (1988), and the World Wide Web
Consortium (2001 ). The underlying structure is often revealed
Accessibility - this refers to a property that makes the design to be usable by everyone
without any modification. There are four properties of an accessible design.
• Perceptibility - a design can be understood by everyone irrespective of their
sensory abilities.
• Operability - a design can be used by anyone irrespective of their physical abilities
• Simplicity - a design that is easy to use.
• Forgiveness - a design that minimizes the occurrence and consequences of
errors.
Availability - refers to a feature where all the aspects of the system should be made
available all the time without the use of modes and states.
Clarity - all the visual elements, functions, metaphors, words and text should be very
clear visually, conceptually, and linguistically.
Compatibility - this refers to a design principle that helps in providing compatibility with
the user, task and job, and the product. The design should also adopt the user's
perspective.
Consistency - In a consistent system all similar components should have the following:
• A similar look.
• Similar uses.
• Operate similarly.
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Also, the same action should always give the same result, the function and position of the
standard elements should not change.
Control - this aspect of interface design deals with the control that the user has over the
interface.
• The user alone should initiate actions through requests.
• The actions should be performed quickly and they should be capable of
interruption or termination.
• The user should not be interrupted during errors.
• The interface should be designed considering the user's skills, experiences,
habits, and preferences.
Directness - the tasks should be performed using direct ways and any alternative
methods should be made visible. The effect of any action should also be visible.
Efficiency - the control actions should need minimum eye and hand movements. Also,
the navigation paths should be as short as possible.
Familiarity - the interaction design should use concepts and languages that are familiar
to the user. Using real-world metaphors makes an interface looks naturalistic.
Flexibility - This principle refers to designing an interface considering the differing needs
of its users. Further, the performance can be based upon,
• User's knowledge and skills.
• User's experience.
• User's personal preference.
• User's habits.
Forgiveness - this refers to the acceptance of mistakes done by users and recovering
from them.
The design should,
• Tolerate and forgive human errors.
• Help in preventing errors from occurring whenever possible.
• Also provide protection against errors.
• Provide constructive messages when an error occurs.
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Recovery - this principle helps in reversing and recovering from a wrong action.
A system should consider the following features:
• Commands or actions can be canceled or reversed.
• In the case of difficulty, users can return to a certain point from where they can
retry.
• Due to errors, a user should never lose his work. The errors could be due to
hardware, software, or communication problems.
Transparency - this design principle allows the users to focus on the task or job and not
on the mechanics of the interface.
Trade-Offs - this design principle gives trade-offs between the user requirements and
the technical requirements for an interface design.
In the view of a designer, the design trade-offs can be in regard to the accuracy, time,
cost, and ease of use. A proper understanding of the user and his requirements can help
in making correct decisions.
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A cardinal rule of system development says that "Human requirements always take
precedence over technical requirements".
9.0 Summary:
This unit provides an introduction to the human-computer interface. The initial discussion
examines what an interface is, its importance, and its history. The later part of the topic
reviews the two dominant user interfaces today: the graphical user interface (GUI) and
the World Wide Web (WWW or Web). In the study of GUI interfaces, we study the
components, characteristics, and advantages over the older text-based systems. We then
compare Web interfaces both GUI interfaces and conventional printed documents. The
content concludes with a statement of the basic underlying principles for interface design.
Q2. Which of the following statement is suitable to define User Interface Design.
a. It is an effective communication medium between a human and a computer.
b. It identifies interface objects and actions.
c. It creates a screen layout that forms the basis for a user interface prototype
d. All of the mentioned above
Q3. Which of the following option is not considered by the Interface design
a. The design of interfaces between software components
b. The design of interfaces between the software and human producers and
consumers of information
c. The design of the interface between two computers
d. All of the mentioned
QS. You have to address a usability issue pertaining to a software interface. You
will provide solutions after understanding:
a. How the developer uses the software
b. How the users use the software
c. How you use the software
d. How your friends use the software
c. Composite
d. Icon
Q11. Which type of User Interface provide input by typing a string through the
keyboard
a. Graphical User Interface
b. Command Line User Interface
c. Natural Language Interface
d. Menu Interface
Q12. Which of the following devices are mainly responsible for the user
interface?
a. Input and output devices
b. Memory devices
c. Processor
d. None of the above
Q20. Which of the following statements is false about Web page design
a. User hardware variations are limited.
b. User focus is on navigation and information
c. Data is not private
d. Response time depends on transmission speeds.
Q22. Which of the following are the principles of User Interface Design
a. Accessibility
b. Availability
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c. Configurability
d. All the above
State whether the following statements are True or False [ All 1 mark)
Q1 . User Interface Design is implemented by software engineers ; it is an iterative
process that draws on predefined design principles.
True
False
Q2. The main goal of a Web Page Design is to provide information
True
False
Q3. The main goal of a Web Application Design is to collect and process data
True
False
Descriptive Questions:
0 1. What are the two important factors to be considered during HCI Design? (2 M)
02. Define a User Interface. Briefly describe its two components. [4 M]
03. Explain the importance of good interface design. (5 M]
0 4. From the results of the research in screen design, summarize the benefits of Good
design. [6M]
05. List some important characteristics of GUI Objects. [2M]
06. Explain any two interaction styles of a GUI stating their advantages and
disadvantages. [8M]
07. Explain the concepts of direct manipulation.[6M]
0 8. Explain any four characteristics of a GUI. [8M]
09. What are the complexities involved in Web Interface Design (4 M]
0 10. Compare GUI with Web design based on different criteria. [8M]
0 11. Compare a printed page with web page based on different criteria. [6M]
0 12. Explain any six general principles of User Interface Design. [8M]
Answers to MCQs:
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1. [Link]
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_and_Practice
10 References:
[1] Wilbert 0. Galitz, "The Essential Guide to User Interface Design", 3"' Edition, Wiley
[2] Karray, Fakhri & Alemzadeh. Milad & Saleh, Jamil & Arab, Mo Nours. (2008). Human-
Computer Interaction: Overview on State of the Art. International Journal on Smart
Sensing and Intelligent Systems. 1. 137-159. 10 .21307/ijssis-201 7-283.
[3][Link]
interface#:- :text=Why-is-user-interface-important
[4] [Link]
papers/human-computer-interaction-its-future
[5) [Link] [Link]/@kimonaris/Week-4-16-03-20-human-computer-interaction-and-
methods-e9b0b56dc6ae
[6) [Link]
[7) Alan Dix, Janet Fincay, Gre Goryd, Abowd, Russell Bealg, "Human Computer
Interaction" .• Pearson
[8) [Link]
[9) [Link]
[10]
https ://en. wikipedia .org/wiki/User_interface_ desig n#/media/File:Lin ux_ kem el_IN PUT_ 0
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lnterfaces
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1.0 Introduction
A computer system is built to serve the user and the user interacts with the computer
through an interface to use these services. To provide these services in an efficient way,
the interface design and the screen design process must always begin with the proper
understanding of the system user.
The system users and the developers who build the system are different in terms of their
knowledge, skills, and attitude. So, to create a truly usable system, the designer must
consider various issues such as understanding how people interact with computers and
the related human characteristics, identifying the user's level of knowledge and
experience, the characteristics of the user's needs, tasks, and jobs, the user's
psychological characteristics, and also the user's physical characteristics.
Figure. 2.1 shows the fourteen steps to be followed in the User Interface Design Process
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14. Ttill
In the following sections, we shall study the first two steps to be followed in the Interface
Design Process.
As a first step in the design process, the designer has to understand how a human
interacts with computers, the importance of human characteristics in Design, human
Considerations in the design of Business Systems, and human interaction speeds.
As a second step, the designer understands the Business Definition and Requirements
Analysis, determines the Basic Business Functions, and understands the value of
Standards and Guidelines and System Training and Documentation Needs.
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In this first step, the designer tries to understand how human beings interact with the
computer, the importance of human characteristics in the design such as memory,
perception, learning etc., human characteristics in business systems, and human
interaction speeds.
First Step in the User Interface Design Process - the interaction of humans with
computers
In understanding how a user interacts with a computer, the designers consider four
important factors:
1. The Human Action Cycle
2. Trouble using the computer by the users
3. Responses to Poor Design
4 . The tasks performed by the users
The model says that any action performed by a user can be cognitive or physical in
nature and whenever an action is performed, the user has a goal and a specific
objective in mind.
3. Evaluation of the results of the action - This is a cognitive phase that is done
in three stages.
NOTE: Interface design should enable the human action cycles for tasks to be performed
as quickly and accurately as possible.
In the earlier days, programmers, systems analysts, and system designers have taken
the responsibility for the design of business computer systems. These people are trained
technically but not behaviorally. In recent years, graphic artists have been added to the
interface design teams to cater to the development of Web technology. These graphic
artists possess extensive technical knowledge in their profession but little training in
usability. Therefore, the issues concerning the user's capabilities have rested upon the
designer's intuition and his specialized knowledge. All these factors have led to poor
interface designs going unnoticed.
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• Non-obvious design
Unique and new designs cannot be implemented in a conventional way. They need
special skills. Also, the outcome of these implementations will not be visible immediately.
The overall framework of the system may be invisible and the results cannot always be
related to the actions that accomplish them.
• Fine distinctions:
Sometimes different actions may accomplish the same thing or different things may result
from the same action. These distinctions are minute and difficult to keep track of. Many
times, based on the problems faced by the user, some distinctions which are of not much
importance are made ignoring some critical distinctions.
In the earlier computer systems, an error prevention strategy was followed, where a
person would not take an action until he or she is confident of the result. In such cases
when a person goes wrong, they get stuck in a situation and it becomes difficult to come
out of it. So, they need to turn off the computer and restart it.
• Design inconsistency
There could be many design inconsistencies which may result in the user requiring to rote
or memorize ways to perform the actions when using different designs or systems. So
meaningful and conceptual learning is difficult to happen here.
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Psychological
• Annoyance - Users get annoyed when there are inconsistencies in design, slow
computer reaction times, difficulties in quickly finding information, outdated information,
and visual screen distractions and obstructions that prevent a task from being completed.
• Frustration - Users get frustrated when they are not able to easily convey information
to the computer, they are not able to finish a task or an unexpected response cannot be
undone. Also, if a system is not flexible the user gets frustrated.
Physical
People expect that the benefits of the actions are more than the cost or the effort to do it.
But when the reverse happens, the following physical reactions are seen in the users.
These physical responses reduce user efficiency and effectiveness because with these
responses, the user may not use the system's complete capabilities or they may waste
time trying for alternative actions.
Most of the time, only a portion of the system's capabilities are used. Only those
operations that are easiest to perform or that provide the most benefits are used and
many system aspects go unused.
• Compensatory activity
In a system with inadequate features, additional actions are performed.
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For Example: Clerical personnel can format information manually to match the structure
required by the computer.
• Direct programming
When the users have specific needs, they reprogram the system. This is usually done by
a sophisticated user.
Workers at home and at business many a time are overworked, fatigued, and continually
interrupted by their family members or colleagues.
People are complex organisms with many attributes. These attributes have an important
influence on interface design.
Some of the attributes that influence the interface design are perception, memory,
visual acuity, foveal and peripheral vision, sensory storage, information
processing, mental models, movement control, learning, skill, performance load,
and individual differences.
2.2.1 Perception
Perception is the understanding of the elements and objects of our environment. This
understanding happens through the physical sensation of our various senses like sight,
sound , smell, and so forth.
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Perception is influenced by experience and people match the objects and sensations
perceived based on the models stored in their memory.
• Proximity
Objects that are spaced nearby are perceived by our eyes as belonging together.
• Similarity
Objects that have the same color, size, shape, brightness, or orientation are
perceived by our eyes as belonging together.
• Matching patterns
Objects of the same shape but different sizes are responded similarly.
• Succinctness
Perfection and simplicity are easier to remember, so people tend to see an object
as having some perfect or simple shape.
• Closure
Our perception is synthetic; it establishes meaningful wholes. If something does
not quite close itself, such as a circle, square, triangle, or word, we see it as
closed anyway.
• Unity
Objects that form closed shapes are perceived as a group.
• Continuity
Shortened lines may be automatically extended.
• Balance
People desire stabilization or equilibrium in their viewing environment so vertical,
horizontal, and right-angled objects are visually satisfying.
• Three-dimensional projection
People see objects and patterns in a three-dimensional form when certain visual
hints about them are given.
• Expectancies
What we expect influences our perception. So we tend to perceive what we want
and not what is there.
• Context
Perception is also influenced by context, environment, and surroundings.
For Example: based on the angle of adjacent lines or on the cues given by others
about the size of the lines, two drawn lines of the same length may seem to be of
the same length or different lengths.
Signals, or figures, are more quickly perceived and understood if they are easily
distinguishable from noise, or background, in our sensory environment.
Noise interferes with the perception of signals if they are like to one another.
NOTE: The main goal in interface design is to utilize our perceptual capabilities so
that a screen can be structured in the most meaningful way.
2.2.2 Memory
During searching tasks, long-term memory can help recognize objects. The power of
recognition is more than our power of recall. This phenomenon should be utilized in
interface design.
As an example, a list of alternatives can be presented in order to remind about the choices
that people can have.
A system can be made more usable if memory loads are reduced. This also reduces the
need for mental integration, aid recall, and expand working memory.
Information collected from our senses is stored in a buffer known as Sensory storage.
This storage process happens unconsciously and the information is being constantly
replaced by newly gathered stimuli.
So, the sensory storage acts as a radar, which scans the environment for things that are
important to pass on to higher memory. Sometimes this process is overwhelmed by
surrounding noise. In the presence of such noise, the detection of objects becomes
difficult.
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In the context of interface design, noise can be mapped to excessive stimulation to the
user. Repeated and excessive stimulation can fatigue the sensory storage mechanism
and makes it difficult to distinguish what is important.
So, interface should be designed with less noise and all elements presented should
serve a definite purpose.
Visual Acuity is a phenomenon by which our eye can resolve details in an object.
An object becomes more distinct when our eyes are fixed on it and become less distinct
when we turn our eyes away This phenomenon is used by interface designers when
screen groupings are considered.
The eye's sensitivity increases for those characters closest to the fixation point (the "O")
and decreases for those characters at the extreme edges of the circle of optimum visual
acuity.
For the earlier screen resolutions, research suggested a 5-degree diameter circle
centered around an eye fixation character on a display as the area near that character
(Tullis, 1983). The physical size of the circle which is 5 degrees is critical and not the
number of characters. A larger or smaller character size will only decrease or increase
the number of viewable characters.
For modern personal computer displays, the recommended viewing distance has been
increased to about 24 inches. This increased distance along with variations in font sizes
has made the calculation of the exact "chunk" size and a viewable number of characters
difficult to calculate. Most of the time, small visual chunks will exist on screens and
these chunks should be considered in the design.
Also, during the design of patterns for fill-in areas of screens in the case of bars and
circles, another feature of the vision, "tremor" must be considered, because our eye is
never steady as it sees; it trembles slightly. This tremor improves the detection of edges
of objects being looked at, thus improving acuity also it can create problems.
For Example: Patterns of closely spaced lines or dots are seen to shimmer and this
shimmer can be distracting and disturbing. So, patterns for fill-in areas of screens must
be carefully chosen to avoid this visual distraction.
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Two more visual characteristics help the interface designers to design screens to aid
visual search and also to help in improving the attention of the user.
Foveal vision is used to focus directly on an object, whereas peripheral vision helps us to
sense the area surrounding it. Limitations in the visual acuity make this surrounding area
unclear.
• Cooperatively, peripheral vision aids a visual search, but can also be distracting.
Also, it provides hints to where the eye should go next in the visual search of a
screen.
For Example: Patterns, shapes, and alignments peripherally visible can guide the
eye in a systematic way through a screen.
• Competitively, peripheral vision can compete with a foveal vision for attention.
For Example: Information about the periphery is passed on to our information-
processing system along with foveal information. This can be termed visual noise.
Researchers Mori and Hayashi [1993] evaluated the effect of window areas on foveal
and peripheral relationships.
Higher Level
This level is identified with our consciousness and working memory.
It is limited, slow, and sequential.
Used for reading and understanding.
Perform reasoning and problem-solving.
Lower Level
It processes familiar information along with the higher level.
Its capacity is unknown.
Happens without conscious effort.
Perceives the physical form of the information.
As familiarity grows, only a glance is needed to identify the screen components. The
shape and structure can help the user identify the correct screen needed in that context.
Now the lower level of Information processing happens.
Interference:
It is a phenomenon by which higher-level processing is obstructed. It occurs when
perception and cognition are exposed to conflicting mental processes. Interference
should be resolved for better and faster learning of the components presented to a user.
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Types of Interferences:
Lidwell et al. (2003) has proposed the following types of Interferences:
Stoop interference:
Is caused when one aspect of a stimulus triggers a mental process that conflicts with
another aspect of the same stimulus.
Example: Naming the color of two words with different colors takes more time than
understanding their meaning.
Example: A Stop sign displayed in green and a Go sign in red will also create a mental
conflict.
Proactive interference:
This is caused when there a person's existing memories interfere with learning.
Example: Interference happens when a person applies his native language grammar
when learning a new language.
Example: Interference happens a computer user applies the old interaction procedures
for a new system.
Retroactive interference:
This is the reverse of Proactive interference. It is caused when Learning interferes with
existing memories.
Minimizing interference:
This can be done by avoiding designs that create conflicting mental processes in the
following way:
People develop mental models of things and also of other people with whom they
interact, based on, their previous life experience and their culture. These models are
gradually developed and they enable a person to do actions or predict them as
required.
In the same way, a person who has used a computer system has formed a mental model
of ii. He has expectations and preconceptions based on his previous usage. If the new
system conforms to the mental models a person has developed, the model gets
reinforced and the system's use feels more comfortable, else interference occurs, and
learning the new system becomes difficult. So, while designing, a user's mental models
should be identified and understood.
Based on what we see and perceive, an action is taken or response is made. In computer
systems, this response is a movement such as pressing keyboard keys, moving the
screen pointer by pushing a mouse or rotating a trackball, or clicking a mouse button.
Fitts' Law:
This law was put forth in 1954 and is used in screen designs.
This law states that "the time to acquire a target is a function of the distance to and size
of the larger i.e the bigger the target is, or the closer the target is, the faster it will be
reached.
2.2.9 Learning
People learn new things by coding the long-term memory information which is present in
the short-term memory.
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Earlier studies say that learning a computer system is the same as learning happening in
other areas and people prefer to be active, explore, and use a trial-and-error approach in
the learning process. If the learning time is reduced, the performance increases.
Studies have found that people are very sensitive to even minor changes in the user
interface, and this makes transferring them from one system to another difficult.
In the context of user interfaces, learning benefits the users in the following ways:
• Prediction of the location of the common screen or page elements before they are
displayed as studied by Bernard (2002) and Byrne et al.(1999).
• Movement of the mouse pointer to the area of an expected target before the target
appears on the screen by experienced users.
2.2.10 Skill
Skills in human beings help them to perform an action in the correct time sequence with
the required precision. Human effort can be saved when our actions and work pace result
in optimum efficiency. This is achieved by learning to use shortcuts, working at a higher
speed , and having easier access to information or data.
The design of a system and its screen should allow the development of increasingly
skillful performance.
The degree of effort that is used to perform any activity is known as performance
load.
• Cognitive
• Kinematic
Cognitive load:
It is the amount of mental activity required to perform a task or achieve an objective.
• This load is reduced in computer users by the use of Graphical user interfaces,
• Menus, icons, and other graphical components have replaced commands reducing
memory load.
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Kinematic load:
It is the degree of physical activity or effort necessary to perform a task or achieve an
objective.
This load is reduced on computer users where user effort in keying the data is
substituted by a simple mouse click.
Human beings are different in their characteristics such as looks, feelings, motor abilities,
intellectual abilities, teaming abilities and speed, and so on. These individual differences
complicate the design of user interfaces. The interfaces must be designed to suit the
widely varying characteristics to satisfactorily and comfortably learn the task or job, or use
the Web site.
The earlier designs considered the lowest abilities of people or selecting people with the
minimum skills necessary to perform a job.
But today advancements in technology have helped the designers to customize the jobs
to suit a specific group of users with a specific skill level.
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In addition to the human characteristics considered for interface designs in section 2.2,
Mayhew [1992] proposed a set of user/task characteristics that need to be
considered in the design.
The different areas of knowledge and experience of the user to be considered in the
interface design are:
Based on the place where the interface Is used and its need, the design issues are:
Frequency of Use
• Continual, frequent, occasional, or once-in-a-lifetime
Task Structure
• Repetitiveness or predictability of tasks being automated
Job Category
• Executive, manager, professional, secretary, clerk.
The following characteristics of the user are to be considered in the interface design:
Attitude
• Positive, neutral, or negative feeling toward job or system.
Motivation
• Low, moderate, or high due to interest or fear.
Patience
• Patience or impatience expected in accomplishing a goal.
Expectations
• Kinds and reasonableness.
Stress
• Level High, some, or no stress generally resulting from task performance.
Cognitive Style
• Verbal or spatial, analytic, or intuitive, concrete or abstract.
Age
• Young, middle-aged, or elderly.
Gender
• Male or female.
Handedness
• Left, right, or ambidextrous.
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Disabilities
• Blind, defective vision, deafness, motor handicap.
Many researchers have studied the interaction speeds during the following
communication methods in humans. These are measured in words per minute
• Reading - here the speeds can differ during prose text, proofreading on paper or
monitor, listening to an audio or speaking to a computer.
• Keying - speeds are different for a fast and average typist.
• Computer - speeds differ for transcription and composition tasks.
• Typing - speeds differ for memorized text and copying.
• Hand printing - speeds differ for memorized text and copying
The user location should be visited to understand the user's work environment.
Discuss the problems, difficulties, and requirements of the users directly.
Observe the users while working or performing a task.
In addition to the above, the designers can videotape users working or performing a
task to study their problems.
Also study the work organization where the system may be installed.
User opinions can be obtained by preparing surveys and questionnaires.
Establish testable behavioral target goals to give management a measure for what
progress has been made and what is sUI required.
3.0 Second Step in the User Interface Design Process - Understand the Business
Function
In the previous section, the first step in the system design has been discussed , where
we tried to understand the user of the system.
In this section, we will study the business functions with the help of the following steps.
In this phase, the need for the system is established. Then based on the input from users,
and marketing, the product is described.
There are four sub-phases in the implementation of this phase
Information Collection Techniques
Defining the Domain
Considering the Environment
Possible Problems in Requirements Collection
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There are two main techniques that have been suggested by Keil and Carmel ( 1995),
Popowicz (1995), and Fuccella et al. (1999), for collecting Information: Direct and
Indirect.
Direct method
Here requirements are collected through face-to-face meetings with users.
Indirect method
This method makes use of an intermediary, someone or something, between
the users and the developers.
Requirement Analysis
• The developer should have knowledge of the policies and work culture of the
organization being studied.
• The developer should understand the current system or process before the new
system replaces it.
Direct Methods
There are nine direct methods proposed to collect information from the potential users
• Suggestions are taken from the user after presenting a site outline or
proposal.
• Description of the usefulness of the proposed website is taken from the
user.
• Users are enquired about the features of other websites liked or disliked
by them.
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• Users are told to describe the way tasks should be accomplished on the
website.
• This provides a good insight into tasks being performed, the working
environment and conditions, the social environment, and working
practices
• It can be time-consuming and expensive.
• Sometimes this observation can disturb the user and change his
performance and behavior
• Video recording of the observation sessions provide a permanent record
and permit a later detailed task analysis.
6. Requirements Prototyping
• A demonstration model, or very ear1y prototype, is presented to users for
their comments concerning functionality and to clarify requirements.
7. User-Interface Prototyping
• A demonstration model, or ear1y prototype, is presented to users to
uncover user interface issues and problems.
Indirect Methods
These methods have some advantages but can create three main problems:
There are twelve indirect methods proposed to collect information from the potential
users:
1. MIS Intermediary
• Here the mediating person may be from the Management Information
Services department. He defines the user goals and requirements to the
designer.
• The disadvantage here is that the mediating person may not have the in-depth
knowledge of all the user requirements.
6. Support Line
• Here the information collection is only when there are problems, so the sources
are customer care team, help-desk and so on.
8. User groups
• Here the information in the fomi of Improvements suggested by customer
groups is taken periodically the software usage is evaluated.
• If properly organized, the user groups can provide a lot of important
information,
9. Competitor Analysis
• Reviews of competitor's products, or Web sites, can also be used to gather
ideas.
• The designers can perform this evaluation or, even better, users can be
asked to perfomi the evaluation
The domain knowledge about the system to be developed can be collected from domain
experts or partially by reviewing documentation from the old manual process or the
current computer system.
• The environment where the system is going to be used is considered before the
system design.
• Physical environment considers issues like lighting, temperature, and other issues.
• Safety environment considers health issues and hazards.
• Social environment considers issues related to user's interaction with each other.
• Organizational environment the integration all the people in the network and the
technology.
The Basic Business Functions are determined in order to understand and describe the
functionality of t he product. These functions are determined by performing the
following tasks.
In this phase of the interface design, the aims and goals of the people using the
system are described in order to provide the necessary functionality.
Task Analysis:
Performed by breaking down the user's acbvities to the individual task level. Goal is to
find out why and how user's do the jobs manually which are to be automated .
Figure 2.2 shows the task analysis phase in the development of a business system where
the system designer tries to understand all the user tasks and interactions through direct
observation of the working environment, taking interviews and questionnaire and making
measurements of the required system parameters.
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[Link]
(Scet'lanos)
Scenarios:
• These are descriptions of all the actions taken by the users while completing a
task.
• They help the designers to conclude and reason about, the effect of the activities
and their flow on interface design.
• Their accuracy can be verified by testing them with users.
• They can be used throughout the conceptual design process to guide and
evaluate iteratively the completeness of the requirements.
• Scenarios can also be refined throughout the conceptual design process.
According to researcher Straub's article in 2004, scenarios play a very important role at
several levels in the early stages of conceptual design:
• They provide a · real world" task level description of the motivation and events
that trigger tasks and workflow as users navigate to task completion.
• They provide a connection between developers working on different modules of
the interface.
• They provide a common ground for communicating the needs of the users to the
developers who will then create a system model.
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A conceptual model is a framework which shows the system's functions. This model is
the output of the task analysis stage.
• This model describes how the interface will present objects, the relationships
between objects, the properties of objects, and the actions that will be performed.
• The model is based on the user's existing mental model.
• The conceptual model when presented to a user, a new useful system mental
model is created.
• The system mental model is based upon the system's behavior,
which include factors like system inputs, actions, outputs (including screens and
messages), and its feedback and guidance characteristics.
The user's mental model gets reinforced and a feeling of the user's mental model is
reinforced interface intuitive is developed if the designer has correctly reflected the user's
mental model in design.
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With a continued interaction with the system, the user's concept of the system will get
influenced and his or her mental model may be modified. Refinement of this mental
model, is aided by well-defined distinctions between objects and by being consistent
across all aspects of the interface.
Documentation and training will be provided when a gap exists between the conceptual
model and the mental model the user would bring to the new system.
In interface design, design standards describe the appearance and behavior of the
interface. They provide guidance on the proper use of system components also define
the interface principles, rules, guidelines, and conventions that must be followed in
detailed design. Design standards or guidelines help in achieving design consistency.
Summary:
This unit provides us with a set of guidelines for the interface design process which
include fourteen development steps typically followed in creating graphical system's or
Web site's screens and pages. In this unit, the two chapters discuss about the first two
steps which include, knowing the user and understanding the business functions
respectively.
State whether the following statements are True or False [ All 1 mark)
01. There are two types of responses by the user to a poor design: Psychological and
Physical.
02. As the flexibility of a system increases, its usability decreases.
03. Use of Jargon makes it difficult to use a system.
04. Interaction speeds are considered in the interface design process based on the
performance and preferences of the users.
QS. The main goal of a Web Page Design is to collect and process data.
06. The main goal of a Web Application Design is to provide information.
Descriptive Questions:
01 . What are the two steps followed by the designer in the interface design process? [2M]
02. Briefly explain the four factors considered by the designers in understanding how a
user interacts with a computer. [BM]
Q3. What are the three stages in which human action is performed while interacting with
a computer? [6M]
04. Explain any three factors causing difficulty in using a computer system. (6M]
QS. List the design inconsistencies leading to poor usability of a system. [4M]
06. Discuss the physical and psychological user responses to poor design. (BM]
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07. Explain any four important human characteristics or attributes influencing interface
design. [BM]
QB. What are the methods used in interface design to reduce the memory load on the
users [5M]
09. Explain any four types of interferences obstructing the higher-level processing in the
context of the screen design. [BM]
01 0. In the context of user interfaces, how does learning benefit the user? [2M]
011. What is performance load in the context of screen design? List the two types of
performance loads and briefly explain how they can be reduced. [5M]
012. Discuss the four user characteristics to be considered in the design of business
systems. [BM]
Q13. Compare performance with preference in the context of interaction speed
considerations during the interface design process. [4M]
014. What are the sub-phases in the business definition and analysis phase of the
business system design? [2M]
015. Explain any four direct methods of information collection techniques during business
system design. [BM]
01 6. Explain any four indirect methods of information collection techniques during
business system design. [BM]
0 17. Explain the two tasks involved in determining the business functions. [BM]
018. What are design standards and guidelines? What are their benefits to the users and
designers? [6M]
Answers to MCQs:
References:
[1] Wilbert 0. Galitz, "The Essential Guide to User Interface Design", 3"' Edition, Wiley
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A good interface and screen design are based on some guiding principles. A good
interface design shows the capabilities, needs, and tasks of its users. It should also
be developed considering the physical constraints of the hardware. The design
should use the software capabilities effectively and finally achieve the business
objectives for which it is designed.
There are some general des ign guidelines that primarily deal with user considerations
as given below:
• Data output.
• Web sites and Web pages.
The topic of Understanding the principles of Good Interface and Screen Design is
discussed in two sections. In the first section, we study the screen design issues
considering various human factors. The second section discusses the
technological considerations in interface design. In the first section, we study how
the user uses the screen and what are his requirements, screen, and web page
meaning, and their purpose, testing method for a good design, and other related issues
like the organization of the elements clearly and meaningfully, presentation of the
information in a simple and meaningful way, design guidelines for web pages and small
screens.
The second section deals with Graphical Systems and Web Systems.
Many factors related to the screen design affect the use of a screen or Web page as
listed below:
According to Barnett (1993, 2005), the following were the list of poor design issues
which affected the use of paper forms. These are thought to be affecting the electronic
forms and web pages too.
• Unclear captions and badly worded questions - may cause rereading and can
o be interpreted incorrectly.
• Improper type and graphic emphasis - may lead to the hiding of important
o information.
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According to Howlen (1995), the most common problems in the visual interface design
are:
According to Nielsen (2005e), there were some design mistakes found when users
submitte d the Alert Box which are listed below:
• There were legibility problems when font sizes were small and there was poor
contrast between text and backgrounds.
• Presentation of links in a non-standard way created confusion.
• Flash usage was found to be annoying.
• Navigation and searching were poor.
• Forms were cumbersome to fill.
The response of the people, when enquired about their requirements from a screen, are
as given below:
2 .3 What users do
The user performs the following tasks when interacting with a computer:
For an easy and pleasant experience for the user, an interface should be designed so
that their visual , intellectual, memory, and motor work is reduced and also instructions
imposed by the technology are minimized or eliminated.
The best test to identify a good design is to check whether all screen elements like
the field captions, data, title, headings, text, and information, types of controls,
navigation elements, can be identified without reading the words that identify them.
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Every screen element, text, organization, color, graphic, message, animation, and all
forms of feedback should have a meaning and a function.
The useful information on the screen is known as a signal and the information on
the screen without a purpose is called noise.
A good design is where there is visual clarity. Here the display elements are
presented in a meaningful, recognizable, and understandable way.
2.8 Consistency
Studies by Koyani et al., 2004 found that consistency has the following benefits:
NOTE: In Web site design consistency greatly enhances visual scanning which is a
frequent user activity and provides stability and reduces navigation confusion.
A person scans an array of information based on the composition of a display and how
it has been learnt.
Screen designs generally provide a starting point in the screen's upper-left corner.
To focus the user's attention the following design methods are followed in respect of the
display components:
Studies by Streveler and Wasserman (1984) found that visual targets located in the
upper-left quadrant of a screen were found the fastest and those located in the lower-
right quadrant took the longest to find. This is due to the habit formed from reading text.
Regarding the user reading a web page, studies have found the following:
• People often read Web pages in an F-shaped pattern: two horizontal stripes
followed by a vertical stripe.
• Also reading/scanning pattern is comprised of these three components:
• People first look horizontally, across the upper part of the content area.
Then they scan the content's left side in a vertical movement.
• Scan speeds can vary.
Sometimes the scan pattern can resemble an upside-down L or an E
In a web page design, in order to retain the user's short-term memory, the number of
information elements on a screen has to be kept to a minimum. Also to lower memory
requirements, a logical, meaningful, and sensible arrangement of screen data and
content is required. The content ordering on a web page should be completely based on
the importance of information.
The critical information should be placed near the top of the Web site.
• The important items should be placed at the top of a page and consistently.
Information should be organized clearly and the scheme should facilitate
scanning.
• For an easy comparison, information should be structured.
Navigation is basically guiding the eye to scan the content on the screen . This can be
best done by grouping and aligning screen controls and appropriately using border
lines. A person's attention should be directed to the elements in the order of their
importance focusing the attention using different display schemes. The tab order
should follow a logical order of information and the command buttons should be
located at the end of the tab order.
Research studies indicate that during the scanning of a display in a clockwise direction,
a person's visualization is affected by the following factors:
Also when exposed to uncertainty, the perceptual mechanism in a person needs some
order and meaning. When a cluttered screen is presented, a person needs some time to
understand.
• Symmetry - Can be done by replicating elements left and right of the screen
centerline.
• Economy - To get the message on the screen easily, usage of fewer font styles
and colors can be used.
2.13 Distinctiveness
Drawing the attention of the users to the Important part of the screen is a vital
consideration of the screen design and this can be done by applying a visual emphasis
technique.
• Critical elements
• Changing elements
• Prominent elements
In this regard, Olsen (2002) in his research found that abrupt environmental changes
(or edges) such as color changes capture a person's attention.
Wu and Yuan (2003) found that by highlighting the elements of a matrix, comparing,
and finding discrepancies in a pair of data becomes easier.
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Further, research by Silvers and Keiner (1997) says that inappropriate highlighting of
text resulted in lower reading comprehension scores.
In regards to web design emphasis should be given to new or changed content and
the page text should not be overwhelmed by the page background.
Though all the real-world objects are not visually presented in three dimensional, human
beings perceive them as three-dimensional.
To foster this perception researchers Marcus (1992) and Lidwel et al., (2003) have
given the following techniques:
• Overlapping - the relevant element should be displayed fully and the irrelevant
element can be hidden beneath it.
• Drop s hadows - in the creation of the shadows, always assume that a light
source is in the upper-left corner of the screen and the shadow in the lower right
corner.
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To convey the information on the screen effectively, it should be well presented. In this
regard, the screen designer should have the following goals in mind:
2 .16.1 Typography
Typography is the art of laying out text for print or on screens for aesthetics and
readability.
The textual content on the screen not only gives information, but the characteristics
of the text such as the font type, style, case, and size can also benefit the user in
the following ways:
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An application or web page can be designed to have a few long pages with a lot of
scrolling to view the page content or many shorter pages with frequent movements
between pages.
The main design goal is to allow the users to move quickly and efficiently through
the pages.
These are the two methods used to move or navigate between web pages or an
application:
The guidelines to be followed while scrolling and paging are as listed below:
Scrolling:
Paging:
• There can be two versions or a website created, one with paging and another
with scrolling.
The printed material is highly readable and attractive compared to screen reading. The
CRT -based characters have technical limitations and offer less resolution, so the
screen reading speeds are 40% lower and error-prone.
Researchers have found out that reading on paper is always faster with 200 words per
minute (wpm). 80% of the users preferred reading on paper over screen reading. So
there should be a print option provided for printing the pages on a computer screen if
needed.
Screen reading motor skills like scrolling, paging, etc, are found to be more exhausting
than turning pages. Also, paper reading is very convenient as it can be done anywhere:
in bed, near a pool, or anywhere else.
The elements on an application screen allow the user to enter, select, delete, view, and
modify the data. These elements earlier were only rectangular boxes and were known
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as fields . With the introduction of graphical systems, various types of objects are
used to place information in a database.
Controls contain other information to provide context and help in interpreting the data.
This additional information include title, headings and other instructional information as
discussed below:
2.18.1 Title
An appropriate title for the web page or the application helps the user in
understanding of an application's organization and navigational structure.
2.18.2 Labels
Data fields should be visually very clear and highlighted. Data fields are of three
types:
2.18.4 Headings
As headings are used with related controls in applications, they create a common
identity.
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In the organization of screen controls there are three kinds of headings used:
• Section Headings
• Subsection or row headings
• Field group headings
Section headings
A UOKESS
C ity Name:
PIN Code:
ADDRESS
Street Name:
City Name:
PIN Code:
CAR
• Use special symbols where required for emphasis (as shown in Figure 3.7)
• Use instructions for data entry for the users (as shown in 3.8)
Kind:
Model:
Number:
Lists:
Keying Procedures:
Many a times during large data entry in applications, lot of keying in is required. The
main considerations here are:
• Minimizing keystrokes should not be the main concern of design, instead the
keying rhythm and the important goals of the system should be of other factors of
concern.
Keying Rules:
Following is the Keying Rules for increasing the data entry speed:
Data Output
Reports:
For headers:
• Include print date, name of the report or the person, the title, retrieval time, logo
and other organizational identity details.
For Footers
• Include current page, number of pages, date, data source, format name, URL or
location information and legal information.
Repeat footer at the bottom of every page.
The content or information on the Web is unlimited and the Web users access a site for
three reasons:
The main reason for web access by users is sufficient and good content.
• Structure: The issues considered in regards to the structure of a web site are:
Organization of the information
• Number of pages
Length of each page
• Navigation: The issues considered in regards to the navigation of a web site are:
• Movement of the user around the site.
• Support given by the site to help the movement.
, Information content: The issue considered in regards to the content of a web
site is:
• The information of the site, the quantity of information, and its presentation.
Researcher Sellen et al. (2002), studied what the users on the web did for performing
their tasks. He found three different Web interaction approaches each with a different
flow and activity behavior characteristics.
• Browsing
II is non-specific surfing.
• Users move through a Web site at their own pace.
Browsing is analogous to shopping.
• Information finding
• This involves finding specific answers to specific questions or requirements.
• Information g athering
• This involves looking for answers for future use.
There are many factors that affect the user experience of the Web.
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The study by Nielsen (2000), Koyani et al. (2004), and Stone et al. (2005) gives us a
set the principles used to create a web site. The main goal is to create a site for an
efficient, effective, and pleasant experience of the user.
• Expectations - User's expectations in respect of the web content, its flow and
organization should be met.
• Tasks - The design should consider the user's capabilities and limitations and
should be easy to use.
• Visual Appearance - The visual appearance of the web site screens must be
attractive and consistent
• Information Content
Content should be appropriate to the user's needs and frequently updated.
The most important information is should be positioned prominently.
The content should be visible without needing to scroll more.
• Assure that the content is updated frequen tly
• Web Page Headings
Properly labelled web page headings will provide a road map to understand
the navigation and web site structure.
• Platforms
The design should consider different platforms and screens.
• In the design an image-safe area should be specified so that users with a
small or large screen can view the screen content.
• Processes
• The windows or graphics which are not required should not be displayed.
An option for printing a web page should be provided.
• A warning message before a time-out should be provided.
• Downloading - Design should aim for minimizing downloading time.
• Include videos, animation, sound, and video only if necessary.
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The Web is a non-linear entity with hundreds of web pages that can be navigated in any
number of ways. This makes the web flexible. But flexibility can lead to confusion and
the user cannot develop a mental model of a website structure. This, in tum, can make
the users disoriented and they can get lost within pages. So a website designer should
develop a clear and meaningful site structure before its implementation.
A basic guideline for developing a website is that, the content should be organized in a
natural way for the user, which reflects the structure of the tasks which the user wants
to perform.
Page Perusal
The most frequent way in which a user goes through a page is just scanning or
skimming it and not going through its det ails and reading word by word. So
enhancing this scanning process is a very critical design issue.
Writing Guidelines
Presentation
Home Page
This is a site's important page as it gives the first impression of the site. It can
create a positive or a negative feeling to the users.
Study by Koyani et al., 2004 reports that people when asked to find high quality
sites, more than 50% of them look at the home pages of the sites.
• Purpose of home page - Is to tell the user about the contents of the site and the
places to find.
• Content - Gives all the content options
• Size - Should be limited to one screen
• Elements to include
• Name or logo of Web site owner.
• Web site name
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Browsing is a process where the user scans the content and tries to explore the
relevant items from his or her memory and recognizes them.
Searching on the other hand is a process of recalling. Searching requires keywords
which are dug from memory and entered the search field. This results in contents
nearer to the keyword.
Searching:
A searching process on the web should result in information and not data and a good
searching facility is the one which enables the user to find what is needed from the large
amount of data available on the web.
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The guidelines for design of searching facility can be studied under the following points:
The above two factors are divided into various sub factors and discussed in the
following section:
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Screen design must be compatible with the capabilities of the system as given below:
• System power
• Processing speed and memory affect the performance of a system in cases of
feedback and animation capabilities.
• A slow screen refresh rate will increase the user's chances of perceiving
screen flicker, which results in visual fatigue.
• Screen size
• Large screens can take advantage of windowing systems.
• Studies by Simmons and Manaham (1999) compared monitors of 15, 17, 19,
and 21 inches for search activities using Microsoft's Word and Excel, and for
browsing the Web and found that the 21-inch monitor resulted in fastest task
completion.
• Screen resolution
• Poor screen resolution affects the use of a graphical system.
They will not allow the use of sharp and realistic drawings and shapes.
• Also, Window structure and icon design may be affected.
• Most common display resolutions currently are 800 x 600 (pixels width and
height),1024 x 768 and 1280 x 1024
• Display colors
More the number of colors, better the graphics effect.
• Other display features
The screen design process is facilitated by a wide range screen attributes or
properties, such higher brightness, reverse polarity, different font sizes and
styles, underlining, blinking, line rules and boxes, color, and whitespace.
The designer must be aware of the capabilities of the system, their limitations
and effective usage.
Today more than 50 percent of the software code used on a system is used
for the user interface design. The tools available to build them are toolkits,
interface builders, and user interface management systems.
Toolkit:
Interface builder:
• This extends the features of a builder by also helping with creating and
managing the insides of windows.
Examples: HyperCard and Visual Basic.
Various providers have developed style guide for system developers in order to
provide design consistency in interface design.
• They describe the windows, menus, and other controls for a specific look and
functionality.
• They also help in the usage of various components.
4 Summary
In this unit, the focus is on understanding the principles of a good interface and screen
design. The discussion is based on design guidelines keeping the user considerations
in mind.
The content is divided into two parts: in the first part, various human factors are
considered. Here the interface design issues such as people's usage of the system,
their expectations from the screen, presentation, and organization of information on the
screen are studied. Also, the Website creation guidelines are discussed in the later part
of the section.
In the second part of this unit, the technical issues such as the characteristics of
hardware such as system power, screen resolution, screen size and colors used are
discussed. Also the compatibility of the design with the capabilities of the system such
as the platform used, tools and style guides used are discussed.
Descriptive Questions:
6. Which of the below is not correct with reference to ordering of the screen
components.
a. Frequency of use
b. Time of use
c. Sequence of use
d. Importance
c. bottom left
d. bottom right
9. The quality of a screen design of getting the message on the screen easily
by the usage of fewer font styles and colors is known as,
a. Sequentiality
b. Simplicity
C. Economy
d. Groupings
State Whether the following statements are True or False (1 mark each]
1. Title , Field Captions, Headings and Navigation are the screen elements
considered while testing for a good screen design.
2. The useful information on the screen is known as data and the information on the
screen without a purpose is called noise.
3. Visual clarity is not affected by logical and sequential ordering of the elements on
the screen.
4. Graphical displays change a person's scanning behavior due to the visual cues
like color, depth, form, and the movement they provide.
5. In regard to screen design, distinctiveness refers to the proper separation of the
screen elements so that they are clearly distinguished from each other.
6. Visual emphasis technique does not draw the attention of the users to the
important part of the screen.
7. The factors that affect an Interface Design are characteristics of the hardware
being used and the interface's controlling software.
8. The two methods used to navigate between web pages are and
2 3 4 5 6 7 8 9
d a C d C b a d C
1 2 3 4 5 6 7 8 9 10 11
T F F T T F T Scrolling Fields Typography Browsing
and
Paaina
References:
[1) Wilbert 0. Galitz, "The Essential Guide to User Interface Design", 3'" Edition, Wiley
[2) Ben Shneiderman,Catherine Plaisant, Maxine Cohen, Steven Jacobs, "Designing
The User Interface", 5th Edition, Pearson.