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The 10 Rules of Interface Design
1) Probability
The more things you have on the screen, the higher the
probability that a user will get confused or distracted from their
original task. This is true for both websites and software. A page
with 1000 links is more likely to distract you then a page with only
4 links.
Always be very careful before adding a new link, menu item or
feature. Ask yourself: Will this distract the user from what they
are trying to do?
2) Statistics
At any point in time you can optimize your user interface to
satisfy a percentage of your user base. Decide what 80% are the most
important and design for them first. Later add functionality to
satisfy the other 20%. If you try to design for everyone you will
not be able to satisfy anyone.
3) Flow
When a user visits your web page or uses your software they
expect to flow between pages and dialogs to accomplish their task.
Design your interface to flow. Top to bottom, left to right
(assuming English). Extra information should be kept out of the flow
to avoid being distracting.
4) Text
Explain the purpose of the page or dialog with clear instructions
on what to do next. Avoid forcing the user to infer meaning. Think
about the types of text hints that will help people complete a page.
Code for the user, not for the program. Keep in mind what the user
is trying to accomplish and the information that they are likely to
have. Now provide text hints to help get that information into your
user interface.
5) Visual Design
When designing an interface it is often tempting to focus too
much on the visual design instead of the interaction design. Start
by storyboarding your interface using pencil sketches. Use block
diagrams to illustrate the general layout and structure of your
design. By doing this you allow yourself to iterate quickly without
worrying about the visual details of your design. After this is
complete review your design and explore where visual elements can
help people understand whats going on. If used correctly an image
is worth a thousand words. If used incorrectly an image is worth a
thousand frustrations.
6) Controls
Use the right control for the right problem. Do not use a drop
down list to choose one of 100 countries. Do not use a link to do
the job of a button. The right control makes interacting with a page
easier and will keep the user moving quickly. On the web the library
of controls is small so you may have to create some of these
controls. If you do this be careful to use controls that would be
easy to use on a web page, avoid things like interactive menus
because they can often cover what the users are trying to click
on.
7) A Square Wheel
Do not reinvent the wheel. Many of the hardest user interface
problems have existing solutions. These solutions are often well
understood patterns. Look for these existing concepts, patterns and
metaphors before creating new ones. Some example patterns: Creating
a list, ordering a group of items, selecting multiple items for a
list. Entering an address. Adding things to a shopping cart. Etc..
8) Design for Mistakes
Regardless of how good your software is, users will make
mistakes. Make your software forgiving to these mistakes. Features
like undo/redo, the recycle bin and auto-save help the user
recover from mistakes. Design recovery features into your website or
software. Make sure that if users make a mistake they have the
opportunity to correct it.
9) Talk to Your Users
The only way to really understand what people are thinking is to
ask them. Always test out your design on real users, ask your
friends, family or others to try your software. Watch how they use
it, learn where the trouble spots are and then make modifications.
Ask what is working and what is not working.
When talking with users make sure they understand that you are
testing the design of the software not their knowledge or expertise.
It helps to remind people that it is not their fault if they can not
accomplish something with your software.
10) Iterate
A good user interface rarely happens on the first try. Build time
into your schedule to iterate your design. Each time find out what
worked and what did not work. Pick out the trouble spots and work
through them. A good interface takes time.
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