Golden Rules of Interface Design (2013)
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Golden Rules of Interface Design (2013)
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Re: Golden Rules of Interface Design (2013)
#2The one about giving users closure in a sequence of tasks is kind of novel. I like it.
Re: Golden Rules of Interface Design (2013)
#3As a random example: You could have an interface on a car that is almost entirely touch screens. You might see replacing the steering wheel with a touch screen interface. That would be consistent but not a good mapping to people's mental model.
Re: Golden Rules of Interface Design (2013)
#4The author is clearly some sort of textbook author so they know what they’re talking about, but these principles seem like they were written without considering past work. Like “short term memory load” seems like a phrase that would be replaced by “cognitive load” by most authors, even if it’s technically a little bit less specific. Some of the principles are pretty much identical (consistency), while others seem oddly phrased (like “prevent errors” instead of “constraints”).
Obviously these principles are great, just seems like there has to be a story about the academic drama here.
Re: Golden Rules of Interface Design (2013)
#5Not sure that Strive for Consistency should be a golden rule of all interface design. Software maybe. But the reality is the world is inconsistent and humans mental model of tasks are inconsistent. Sometimes its better to design an interface that conforms to the world or the mental model. As a random example: You could have an interface on a car that is almost entirely touch screens. You might see replacing the steer…
Now that we have more electric steer by wire... maybe.
Re: Golden Rules of Interface Design (2013)
#6> Prevent errors: As much as possible, design the interface so that users cannot make serious errors; for example, gray out menu items that are not appropriate and do not allow alphabetic characters in numeric entry fields (Section 3.3.5
This sounds nice in theory, but in practice too many guardrails like this will just confuse users. “Why can’t I type text here??” It’s often better to allow mistakes but also offer immediate explanatory feedback if something is incorrect.
Re: Golden Rules of Interface Design (2013)
#7It’s not about a limited colour palette or a careful selection of fonts no one will ever notice. Chasing the specifics makes horrible software. Some people equate less diversity in their UI to more consistency.
It’s about letting someone become an expert in your software.
Microsoft office was always his example. People pride themselves on “knowing” Microsoft office. They jump between all of the apps because they have a feel for the inertia of “office”. I have the exact same feeling in Vim. I just know how things are expected to be, and new (well made) plugins tend to respect those patterns.
Office and (Neo)Vim aren’t exceptional examples of UI, but they are uniquely stable.
Re: Golden Rules of Interface Design (2013)
#8A designer I worked with years ago had a great explanation for why consistency is important. It’s not about a limited colour palette or a careful selection of fonts no one will ever notice. Chasing the specifics makes horrible software. Some people equate less diversity in their UI to more consistency. It’s about letting someone become an expert in your software. Microsoft office was always his example. People pride…
Re: Golden Rules of Interface Design (2013)
#9Not sure that Strive for Consistency should be a golden rule of all interface design. Software maybe. But the reality is the world is inconsistent and humans mental model of tasks are inconsistent. Sometimes its better to design an interface that conforms to the world or the mental model. As a random example: You could have an interface on a car that is almost entirely touch screens. You might see replacing the steer…
On page A, you have a button. It looks like a button. When you click it, a dialog opens that confirms you want to perform an action.
On page B, you click on the button, and it's a dropdown. You now have lost a sense of the mental model of the application world.
It's possible that you may want one of three actions based on your mental model, but the visual should lead you to know "this is different."
If you have something that looks like a
Re: Golden Rules of Interface Design (2013)
#10Not sure that Strive for Consistency should be a golden rule of all interface design. Software maybe. But the reality is the world is inconsistent and humans mental model of tasks are inconsistent. Sometimes its better to design an interface that conforms to the world or the mental model. As a random example: You could have an interface on a car that is almost entirely touch screens. You might see replacing the steer…
The author already caveated that they aren't absolutes. That is, they aren't declaring you should follow these rules off a figurative cliff. That would be stupid. The presumption is that people would still exercise judgement.