Skip to content

Physical Design

Literature:

  • Benyon, D. (3rd edition): Chapter 4, section 4.5 + Chapter 9, sections 9.5 and 9.6 + Chapter 12, sections 12.1-12.3.
  • Nielsen (1994): Enhancing the Explanatory Power of Usability Heuristics (PDF)
  • Petrie (2012): What do users really care about?: a comparison of usability problems found by users and experts on highly interactive websites (PDF)

Abstract vs. concrete design.

Abstract (Conceptual design):

Determining the following:

  • Logic
  • Functions
  • Structure
  • Content

Concrete design:

Physical realization of the same (logic, functions, ...)


The UI: "Everything in the system that people come in contact with"

Difference user interfaces: Command prompt and GUI (Graphical User Interface).

Command Prompt

Some things can be done fast by expert users.

Graphical User Interface

Direct Manipulation

Example: Windows File Manager

  • Continuous representation of the object of interest
  • Physical actions or labeled button presses instead of complex syntax
  • Rapid incremental reversible operations whose impact on the object of interest is immediately visible

User friendly for novice user.

WIMP

  • Windows
  • Icons
  • Menus
  • Pointers

Icons

Holton's icon checklist

  • Understandable
  • Familiar
  • Unambiguous
  • Memorable
  • Informative
  • Few
  • Distinct
  • Attractive
  • Legible (Easily readable)
  • Compact
  • Coherent
  • Extensible

Different types of menus:

  • Cascading
  • Pop-up
  • Contextual

Cascading Menu

It cascades/unfolds.

Compacting the information visible to the user.

Contextual Menu

Typically right click on folder/file you want to access.

Adapts based on the context.

Widget Guidelines

Radio Buttons

You can only select one item.

Mutual exclusiveness.

Checkboxes

You can select more than one.

Toolbars

1539198757008

1539198771243

More examples:

  • Textbox
  • Dropdowns
  • Date
  • Textarea
  • Password
  • Tel
  • URL
  • And many more

Nielsen's Heuristics

  1. Visibility of systems status
  2. Match between system and real world
  3. User control and freedom
  4. Consistency and standards
  5. Error prevention
  6. Recognition rather than recall
  7. Flexibility and efficiency of use

Petrie and Powers' heuristics

Physical presentation:

  1. Make text and interactive elements large and clear enough
  2. Make page layout clear
  3. Avoid short time-outs and display timeouts
  4. Make key content and elements and changes to them salient[^salient]

Content:

  1. Provide relevant and appropriate content
  2. Provide sufficient but not excessive content
  3. Provide clear terms, abbreviations, avoid jargon

Information Architecture:

  1. Provide clear, well-organized information structures

Interactivity:

  1. How and why?
  2. Clear labels and instructions
  3. Avoid duplication/excessive effort by users
  4. Make input formats clear and easy
  5. Provide feedback on user actions and system progress
  6. Make the sequence of interaction logical
  7. Provide a logical and complete set of options
  8. Follow conventions for interaction
  9. Provide the interactive functionality users will need and expect
  10. Indicate if links go to an external site or to another webpage
  11. Interactive and non-interactive elements should be clearly distinguished
  12. Group interactive elements clearly and logically
  13. Provide informative error messages and error recovery

[^salient]: most noticeable or important. (Dansk: fremtrædende)


Last update: February 20, 2019