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STM32 Journal - Digikey

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<strong>STM32</strong> <strong>Journal</strong><br />

a developer’s isolated position<br />

behind his or her lab bench.<br />

For example, while it may be<br />

logical to a developer to group<br />

functions based on what part of<br />

the system they impact, users<br />

will interact with devices based<br />

on what they want it to do. If the<br />

function a person wants to use<br />

most frequently is buried under<br />

a series of icons, the overall<br />

experience will be frustrating. The<br />

UI has become the core factor<br />

determining the user experience.<br />

In today’s market where<br />

consumers have become quite<br />

sophisticated, a poorly designed<br />

GUI can mean failure for a product<br />

regardless of its other qualities.<br />

The reality is that developers<br />

don’t always know how<br />

perspective users will try to<br />

interact with a system. Ideally,<br />

the hardware should not come<br />

between users and how they<br />

want to use the device. In<br />

addition, to keep the interface<br />

from being cluttered and difficult<br />

to navigate, the screen needs<br />

to display as little information<br />

as possible while still displaying<br />

enough data to allow the user<br />

to easily and quickly make<br />

decisions. Tappable UI objects/<br />

elements must also be of a<br />

minimum size but yet also<br />

comfortable to select.<br />

The placement of icons and<br />

ordering of GUI elements is, at<br />

least at first, a fairly arbitrary<br />

process. However, a slider may<br />

end up being in an inconvenient<br />

location or be improperly sized<br />

for reasons that couldn’t be<br />

predicted during initial design<br />

stages. This won’t be clear until<br />

users are actually given a chance<br />

to use the interface.<br />

Designing an effective GUI<br />

involves many such intangible<br />

considerations that require direct<br />

feedback. With limited screen real<br />

estate, the UI must be selective<br />

and display only content that is<br />

relevant to the choices a user<br />

is currently considering. The<br />

application’s main function should<br />

be accessible quickly upon startup<br />

and always simple to return to.<br />

The final test for an intuitive GUI<br />

is that it must be obvious to users<br />

how to use it efficiently without a<br />

steep learning curve or more than<br />

a few minutes of training.<br />

It may take extensive testing<br />

with users for developers to<br />

understand how the GUI should<br />

be laid out. This likely won’t<br />

happen after bringing in just a<br />

single focus group but rather<br />

will involve many rounds that<br />

iteratively improve the ease-ofuse<br />

of the interface. The design<br />

schedule needs to take into<br />

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