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User Interface Design and Ergonomics - National Open University of ...

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Advantages <strong>of</strong> Direct Manipulation<br />

Visually presents task concepts.<br />

Easy to learn.<br />

Errors can be avoided more easily.<br />

Encourages exploration.<br />

High subjective satisfaction.<br />

Recognition memory (as opposed to cued or free recall memory)<br />

Disadvantages<br />

May be more difficult to programme.<br />

Not suitable for small graphic displays.<br />

Spatial <strong>and</strong> visual representation is not always preferable.<br />

Metaphors can be misleading since the “the essence <strong>of</strong> metaphor is underst<strong>and</strong>ing<br />

<strong>and</strong> experiencing one kind <strong>of</strong> thing in terms <strong>of</strong> another”, which, by definition,<br />

makes a metaphor different from what it represents or points to.<br />

Compact notations may better suit expert users.<br />

3.2 GRAPHIC DESIGN PRINCIPLES<br />

The graphic design <strong>of</strong> an interface involves decisions about issues such as where to put<br />

things on the screen, what size <strong>and</strong> font if type to use, <strong>and</strong> what colors will work best. For<br />

these questions as for other, more substantive design issues, intelligent borrowing should<br />

be your first approach. But that <strong>of</strong>ten leaves you with a lot <strong>of</strong> decisions still to be made.<br />

Here are a few principles <strong>of</strong> graphic design that will not only make your interface more<br />

attractive, but will also make it more usable. Each principle is accompanied by a<br />

description <strong>of</strong> WHY it is important. So you will be able to consider the trade<strong>of</strong>fs when<br />

there is a conflict between two principles or between a design principle <strong>and</strong> a borrowed<br />

technique.<br />

a. The Clustering Principle: Organize the screen into visually separate blocks <strong>of</strong><br />

similar controls, preferably with a title for each block.<br />

"Controls," as we use the word here, include menus, dialog boxes, on-screen buttons, <strong>and</strong><br />

any other graphic element that allows the user to interact with the computer. Modern<br />

WIMP (Windows-Icons-Menus-Pointer) systems are a natural expression <strong>of</strong> the<br />

Clustering Principle. Similar comm<strong>and</strong>s should be on the same menu, which places them<br />

in close proximity visually <strong>and</strong> gives them a single title. Large numbers <strong>of</strong> comm<strong>and</strong>s<br />

related to a given area <strong>of</strong> functionality may also show up in a dialog box, again a visually<br />

defined block.<br />

But the same principle should apply if you are designing a special control screen with<br />

many buttons or displays visible, perhaps a touch-screen interface. The buttons for a<br />

given function should be grouped together, then visually delineated by color, or a<br />

bounding box, or surrounding space ("white space"). The principle should also be applied<br />

within WIMP systems when you design a dialog box: If there is a subgroup <strong>of</strong> related<br />

functions, put them together in the box.<br />

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