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

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like drawing a rectangle, it's easy to come up with an easily interpretable <strong>and</strong> memorable<br />

icon, <strong>and</strong> for others it's not. So sometimes icons will be as good as or better than text, <strong>and</strong><br />

sometimes not. Second, icons are squarish while text items are long <strong>and</strong> thin. This means<br />

icons PACK differently on the screen: you can have a bunch <strong>of</strong> icons close together for<br />

easy viewing <strong>and</strong> picking, while text items on a menu form a long column which can be<br />

hard to view <strong>and</strong> pick from.<br />

So... this tells you that you should use a tool palette in your application if you have<br />

operations that are <strong>of</strong>ten repeated consecutively, <strong>and</strong> you can think <strong>of</strong> good icons for<br />

them, <strong>and</strong> they require mouse interaction after the selection <strong>of</strong> the operation to specify<br />

fully what the operation does.<br />

Depending on the style guide you are using, you may or may not find a good, full<br />

discussion <strong>of</strong> matters like this. One <strong>of</strong> the places where experience will pay <strong>of</strong>f the most<br />

for you, <strong>and</strong> where talking with more experienced designers will be most helpful, is<br />

working out this kind <strong>of</strong> rationale for the use <strong>of</strong> various interface features in different<br />

situations.<br />

3.4.3 WHEN YOU NEED TO INVENT<br />

At some point in most projects you'll probably feel that you've done all the copying that<br />

you can, <strong>and</strong> that you've got design problems that really call for new solutions. Here are<br />

some things to do.<br />

Think again about copying. Have you really beaten the bushes enough for precedents?<br />

Make another try at locating a system that does the kind <strong>of</strong> thing you need. Ask more<br />

people for leads <strong>and</strong> ideas.<br />

Make sure the new feature is really important. Innovation is risky <strong>and</strong> expensive. It's just<br />

not worth it for a small refinement <strong>of</strong> your design. The new feature has to be central.<br />

Be careful <strong>and</strong> concrete in specifying the requirements for the innovation, that is, the<br />

context in which it must work. Rough out some alternatives. Analyze them, <strong>and</strong> be sure<br />

<strong>of</strong> what you are doing.<br />

4.0 CONCLUSION<br />

In this unit, you have been introduced to the concept <strong>of</strong> underst<strong>and</strong>ing users. Task<br />

analysis <strong>and</strong> how it applies in user interface design was also discussed. Using task in<br />

design <strong>and</strong> creating initial design were also discussed.<br />

5.0 SUMMARY<br />

What you have learnt in this unit concerns<br />

Underst<strong>and</strong>ing users which involves figuring out who is going to use the program<br />

<strong>and</strong> for what it is been used for.<br />

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