Published in conjunction with the presentation delivered at the 1995 National Convention of the Association for Educational Communications and Technology, Anaheim, California, by
Sonny
Kirkley
and Elizabeth
Boling of Indiana University, and Larry Johnson of Southern Indiana
University at Evansville.
Introduction
Gallery of examples
Guidelines
Expectations of production value in developing media rise at the high end of
the technology scale ... and at the low end of the scale. Technology
users expect that professional productions will meet higher and higher
standards, and they expect that non-professional products will
meet rising standards. As an example, consider that the standard for
resumes is rising as page layout and printing technology improves. At the
high end we may expect color images on resumes in addition to 300dpi or
better text resolution; at the low end it is no longer acceptable to
submit a resume produced with a typewriter or a dot-matrix printer.

The tools and capabilities available to designers of multimedia products
have evolved rapidly since affordable storage space has allowed delivery
of sufficient data to make complex designs a realistic option.
- Gallery of examples for selected interface components
- Navigation
- Representations of all functions designed to move the user from one
display to another, one state of display to another, or one conceptual
location in the program to another conceptual location.
CD Access ... buttons
CD Access ... map
Alice to Ocean ... map
- Feedback
- Indications to the user that the program is responding to an action,
that the action has had a desired or undesired result, that the program
is initiating an action, or that the user must perform an action.
Sports Illustrated ... color and animation and sound
Sports Illustrated ... animation
- Tools
- General functions the user may invoke and use to create new data,
operate on existing data, or accomplish specific objectives within the
program.
Assorted tool sets ... pictorial symbols
Point of View ... graphical tool
Jump Raven ... interaction tool
- Program functions
- Representations of functions related to overall control of the program.
The Virtual Museum ... metaphor
How Computers Work ... pictorial icons
- Controls
- Mechanisms by which the user changes settings or views,
selects from multiple options, turns functions on or off.
Point of View ... slider and push button controls
Sports Illustrated ... direct manipulation controls
Function and form of interface components are separate.
A given function may be represented by a wide range of forms.
Both function and form are subject to
design guidelines
and to
user's expectations within the context of a program's use
.
- Design guidelines
- Consistency ...
- like functions are represented by like forms


- interface components appear in standard locations throughout the program
- Grouping ...
- related elements appear in close proximity and unrelated elements are
separated by space and visual treatment
- Concrete/abstract ...
- concrete functions may be represented by pictorial images
- abstract functions and actions should be labeled
- Cultural conventions and conventions of use ...
- respect conventions of the user's culture
- capitalize on prior learning by employing standard functions and forms
- Perception ...
- forms must be sufficiently distinctive to be recognized as
representative of functions
- forms must be visible or discoverable
- forms must offer affordance
User's expectations within the context of a program's use

No principles or guidelines can guarantee a perfect design.
User's expectations change with the context of their work,
and within the context of the programs created for them.
Every interface should be tested with the users who will use
the program under the same conditions in which they will use it.
For more references on the topic of testing designs in the context of
use, see the
Links section of IIRG!
References
Boling, E., Johnson, L., & Kirkley, S. (1994).
A quick and dirty dozen: guidelines for using icons.
HyperNEXUS, 4(2), 5-7.
Norman, D. The Design of Everyday Things.
Doubleday: New York, 1990.