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Designing Interface Objects (view layer classes (Design (Micro Level UI…
Designing Interface Objects
view layer classes
aspects of the applications
-Input-Responding to user interaction
-Output-Displaying business objects
Design
Macro Level UI Design Process- Identifying View Layer Objects.
For Every Class Identified
1.1 Determine If the Class Interacts With Human Actor: If yes, do next step otherwise move to next class.
1.1.1 Identified the View (Interface) Objects for The Class.
1.1.2 Define Relationships Among the View (Interface) Objects.
Iterate and refine.
Micro Level UI Design Activities.
For Every Interface Object Identified in the Macro UI Design Process.
1.1 Apply Micro Level UI Design Rules and Corollaries to Develop the UI.
Iterate and refine.
UI Design Rules
Rule 1- Making the Interface Simple
Making the interface simple: application of corollary 2.
Making something simple requires a good deal of work and code.
Every additional feature potentially affects performance, complexity, stability, maintenance, and support costs of an application.
A design problem is harder to fix after the release of a product because users may adapt, or even become dependent on, a peculiarity in the design.
Rule 2- Making the Interface Transparent and Natural
Making the interface transparent and Natural: application of corollary 4.
Corollary 4 implies that there should be strong mapping between the user's view of doing things and UI classes.
Making the interface natural
The user interface should be intuitive so users can anticipate what to do next by applying their previous knowledge of doing tasks without a computer.
E.g., After entering all details users expect to save it, the design should make menu/button <Save> available.
Using Metaphors
Metaphor is a type of analogy that achieve its effects via association, comparison.
Analogy is a cognitive process of transferring information or meaning from a particular subject (source) to another subject (the target).
Metaphors can assist the users to transfer their previous knowledge from their work environment to your application interface.
For example, forms that users are accustomed to seeing.
Rule 3- Allowing Users to Be in Control of the Software
Allowing users to be in control of the software: application of corollary 1.
Users should always feel in control of the software, rather than feeling controlled by the software.
Making the interface forgiving.
Users should be able to back up or undo their previous action.They should be able to explore without fear of causing an irreversible mistake.
Making the interface visual.
You should make your interface highly visual so users can see, rather than recall, how to proceed.
Whenever possible, provide users with a list of items from which they can choose.
Providing immediate feedback.
user should never press a key or select any action without receiving immediate visual feedback, audible feedback or both
Avoiding Modes.
Users are in a mode whenever they must cancel what they are doing before they can do something else.
Modes force users to focus on the way an application works, instead of on the task they want to complete.
Can Modes be useful?
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Making the interface consistent.
User Interfaces should be consistent throughout the applications.
For example, keeping button locations consistent make users feel in control.
Allowing Users Control of the Software
Making the interface forgiving.
Making the interface visual.
Providing immediate feedback.
Avoiding Modes.
Making the interface consistent.
Usability and User Satisfaction Testing.
Refine and Iterate.