Introduction to Interface Design: Issues in Interface Design
Design analysis
Structural design
Appearance and behavior
Navigation and controls
Usability / acceptability
| Design analysis
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| Current interface design practice is characterized by heavy emphasis on analysis of the users, tasks and context in which the interface must function. In participatory design, the analysis may be conducted as part of the design process itself, with target users for a product working as members of the design team. |
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| Structural design
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| Before you can design the appearance and behavior of an interactive product, you have to design the underlying structure of it ... how will its parts relate to one another? which parts will be linked to which others? given the kinds of things people need to do with it, how should it be organized behind the scenes? Sometimes this part of the design is refered to as the engineer or designer's mental model of a program -- how do the people who create the program think it is organized? |
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| Appearance and behavior
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When people think about interfaces, they usually think of this aspect first -- because this is the part that we actually interact with! The way an interface makes itself know to us -- visual displays, sounds, size, shape, smell, changes in our environment -- all the tangible evidence that something is there to interact with us, and all the elements that let us know what can be done with the thing constitute its interface. In the process of design, multiple appearances and behaviors are considered and judged for their ability to communicate the appropriate functions to the users of a product. Since these are the tangible parts of a product, they are called the "form." |
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| Navigation and controls
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The majority of current interfaces are visually-based, although audio interfaces, audio-enhanced interfaces, and gestural interfaces are being designed at a rapid pace. The computer icon is a familiar kind of control for many computer users today, as are buttons, scroll bars, and a range of other "widgets." Navigation is the metaphorical term used to describe users controlling the sequence of displays in a program -- the metaphor is so useful that people say "go back to that other screen," and "I got lost after I clicked on that button and it brought me here" without thinking consciously about it. Navigation is sometimes boiled down to three major concerns for users:
The Gallery of Examples by Sonny Kirkley and Elizabeth Boling contains examples of many kinds of visual interface controls. |
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| Usability / acceptability
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In the competitive world of software design, it's not enough to follow good design principles and create something the designer likes or finds useful. The designer is almost never the same kind of person as the people who are going to be the users of a program -- designers have borrowed research techniques from the social sciences to help themselves find out how acceptable their designs are going to be in the real world with the real people who have to use them.
Usability testing is not carried out to find the technical problems with software -- usability testing is conducted to find out if the software is easy to learn and use, effective for the job it is supposed to do, and acceptable in all ways to the people who will use it.
The Alert Box, Jakob Nielsen's bi-weekly column devoted to Web site usability, illustrates a wide range of usability issues to be considered by interface designers. Similar issues - and many of the same ones - affect designers of any interface. |
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| IIRG! |
| Articles | Research | Links | References |
last update 18 April 1999 ... questions and suggestions to
eboling@indiana.edu
Instructional Systems Technology,
Indiana University, Bloomington, Indiana