2 Screen Design Guidelines A test for a good design Organizing screen elements Screen navigation flow Visually pleasing composition Typography Keying procedures Data output Web sites and Web pages Statistical Graphics Technological consideration
3 How to Discourage the User Unclear caption and badly worded questions. Improper type and graphics emphasis. Misleading headings. Information requests perceived to be irrelevant or unnecessary. Information requests that require one to backtrack and rethink a previous answer. Cluttered, cramped layout. Poor quality of presentation, legibility, appearance, and arrangement.
4 What Users Want An orderly, clean, clutter-free appearance. An obvious indication of what is being shown and what should be done with it. Expected information located where it should be. A clear indication of what relates to what, including options, headings, captions, data, and so forth. Plain, simple English. A simple way of finding out what is in a system and how to get it out. A clear indication of when an action can make permanent changes in the data or system.
5 (1) Test for a Good Design Can all screen or Web page elements be identified by cues other than by reading the words that make them up? The best interface make everything on the screen obvious.
6 (2) Organization Visual clarity is achieved when the display elements are organized and presented in meaningful, understandable, and recognizable ways. A clear and clean organization makes it easier to recognize a screens essential elements and to ignore its secondary information when appropriate.
7 Starting Point Provide an obvious starting point in the screens upper-left corner. Focus user attention on the most important parts of a screen or page.
8 Textual Display Eyeball fixation studies indicate that in looking at displays of textual information, usually ones eyes move first to the upper-left center of the display, and then quickly move through the display in clockwise direction. It was found out that visual targets located in the upper-left quadrant of a screen were found fastest and those located in the lower-right quadrant took longest to find.
9 Graphical and Web Display People tend to look at text first, not images. Larger type dominates over smaller type. Changing information is looked at before non- changing information. 10 Ordering of Data and Content Divide information into units that are logical, meaningful, and sensible. Organize by the degree of interrelationship between data or information. Provide an ordering of screen units of information and elements that is prioritized according to the users expectation and needs. Ordering of schemes. Form groups that cover all possibilities. Ensure that information that must be compared is visible at the same time. Ensure that only information relative to the users tasks or needs is presented on the screen. 11 (3) Navigation and Flow Provide an ordering of screen information and elements Locate the most important and frequently used elements or controls at the top left. Maintain a top-to-bottom, left-to-right flow. Assist in navigation through a screen
12 Movement From dark areas to light areas. From big objects to little objects. From unusual shapes to common shapes. From highly saturated colors to unsaturated colors.
13 Focus For screens containing data, locate the most important or frequently used screen controls to the top left of the screen where initial attention is usually directed. This will also reduce the overall number of eye and manual control movements needed to work with a screen. Then, maintain a top-to-bottom, left- to-right flow through the screen.
15 [1] BALANCE Create screen balance by providing an equal weight of screen elements, left and right, top and bottom. Balance is a stabilization or equilibrium, a midway center of suspension. The design elements have an equal weight, left to right, top to bottom. 16 Balance vs. Instability 17 [2] SYMMETRY Create symmetry by replicating elements left and right of the screen centerline.
Symmetry, is axial duplication: A unit on one side of t he centerline is exactly replicated on the other side. 18 Symmetry vs. Asymmetry 19 [3] REGULARITY Create regularity by establishing standard and consistently spaced horizontal and vertical alignment points.
Also, use similar element sizes, shapes, colors, and spacing.
20 Regularity vs. Irregularity 21 [4] PREDICTABILITY Create predictability by being consistent and following conventional orders or arrangements.
Predictability, suggests a highly conventional order or plan. Viewing one screen enables one to predict how another will look. 22 Predictability vs. Spontaneity 23 [5] SEQUENTIALITY Provide sequentiality by arranging elements to guide the eye through the screen in an obvious, logical, rhythmic, and efficient manner.
24 Sequentiality vs. Randomness 25 [6] ECONOMY Provide economy by using as few styles, display techniques, and colors as possible.
Economy, is the frugal and judicious use of display elements to get the message across as simply as possible.
26 Economy vs. Intricacy 27 [7] UNITY Using similar sizes, shapes, or colors for related information.
Leaving less space between elements of a screen than the space left at the margins.
28 Unity vs. Fragmentation 29 Aesthetically Pleasing Shapes 30 [8] SIMPLICITY Optimize the number of elements on a screen, within limits of clarity.
Minimize the alignment points, especially horizontal or columnar.
31 Simplicity vs. Complexity 32 [9] GROUPINGS Optimize Grouping screen elements aids in establishing structure, meaningful relationships, and meaningful form.
In addition to providing aesthetic appeal, past research has found that grouping aids in information recall and results in a faster screen search. 33 Grouping Using Borders Incorporate line border. Do not exceed three lines thickness or two line style on a screen. Create lines consistent in height and length. For adjacent groupings with borders, whenever possible, align borders left, right, top, bottom. Use rules and borders sparingly. 34 Distinctiveness Incorporate Individual screen controls, and groups of controls, must be perceptually distinct. Screen controls Field and group borders Buttons A button label should not touch the button border. Adjacent screen elements must be displayed in colors or shades of sufficient contrast with one another. 35 Focus and Emphasis Visually emphasize components De-emphasize less important elements Minimize screen clutter Call attention to new or changed content Ensure that page text is not overwhelmed by page background 36 Three-Dimensional Ideas Use highlighting, shading, and other techniques to achieve a three-dimensional appearance. Always assume that a light source is in the upper- left corner of the screen. Display screen-based controls on, or etched or lowered below, the screen plane. Do not overdo perspective 37 Three-Dimensional Illusion 38 (5) Typography A fonts characteristics can be used as a tool to: Communicate the organization of screen elements. Identify the most important screen elements. Establish a reading order. Create a particular mood. 39 Font Types and Families Use simple, common, and familiar fonts to achieve the best reading speed. Use no more than two families, compatible in terms of line thicknesses, capital letter height, and so on. 40 Font Types and Families If it is necessary to mix typeface families on a screen do the following: Never mix families within the same race. Assign a separate purpose to each family. Allow one family to dominate. 41 Font Family 42 Font Size Use no more than three sizes 12 point for menus 10 points for windows 12 to 14 points for body text 18 to 36 points for titles and headings 43 Font Case Use mixed-case Consider using upper case or capitalization Use all lowercase with caution.