Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules
By Jeff Johnson
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About this ebook
Early user interface (UI) practitioners were trained in cognitive psychology, from which UI design rules were based. But as the field evolves, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In Designing with the Mind in Mind, Jeff Johnson, author of the best selling GUI Bloopers, provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow.
- The first practical, all-in-one source for practitioners on user interface design rules and why, when and how to apply them
- Provides just enough background into the reasoning behind interface design rules that practitioners can make informed decisions in every project
- Gives practitioners the insight they need to make educated design decisions when confronted with tradeoffs, including competing design rules, time constrictions, or limited resources
Jeff Johnson
Jeff Johnson is an Assistant Professor of Computer Science at the University of San Francisco. He is also a principal at Wiser Usability, a consultancy focused on elder usability. After earning B.A. and Ph.D. degrees from Yale and Stanford, he worked as a UI designer, implementer, manager, usability tester, and researcher at Cromemco, Xerox, US West, Hewlett-Packard, and Sun. He has taught at Stanford, Mills, and the University of Canterbury. He is a member of the ACM SIGCHI Academy and a recipient of SIGCHI's Lifetime Achievement in Practice Award. He has authored articles on a variety of topics in HCI, as well as the books GUI Bloopers (1st and 2nd eds.), Web Bloopers, Designing with the Mind in Mind (1st and 2nd eds.), Conceptual Models: Core to Good Design (with Austin Henderson), and Designing User Interfaces for an Aging Population (with Kate Finn).
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Reviews for Designing with the Mind in Mind
14 ratings1 review
- Rating: 5 out of 5 stars5/5Every software designer and web designer should read this book! It explains in an organized, easy-to-understand way how the brain works and what the implications are for designing software tools that meet user needs. Apart from it's practicality, the descriptions of how the brain perceives, stores and operates on information are fascinating on their own. The examples are illustrative and relevant. I expect to refer to it frequently and thoroughly enjoyed reading it as well.
Book preview
Designing with the Mind in Mind - Jeff Johnson
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Introduction
User-Interface Design Rules: Where Do they Come from and How can they be Used Effectively?
For as long as people have been designing interactive computer systems, some have attempted to promote good design by publishing user-interface design guidelines (also called design rules). Early ones included:
• Cheriton (1976) proposed user-interface design guidelines for early interactive (time-shared) computer systems.
• Norman (1983a, 1983b) presented design rules for software user interfaces based on human cognition, including cognitive errors.
• Smith and Mosier (1986) wrote perhaps the most comprehensive set of user-interface design guidelines.
• Shneiderman (1987) included Eight Golden Rules of Interface Design
in the first edition of his book Designing the User Interface and in all later editions.
• Brown (1988) wrote a book of design guidelines, appropriately titled Human-Computer Interface Design Guidelines.
• Nielsen and Molich (1990) offered a set of design rules for use in heuristic evaluation of user interfaces.
• Marcus (1991) presented guidelines for graphic design in online documents and user interfaces.
In the twenty-first century, additional user interface design guidelines have been offered by Stone et al. (2005), Koyani, Bailey, and Nall (2006), Johnson (2007), and Shneiderman and Plaisant (2009). Microsoft, Apple Computer, and Oracle publish guidelines for designing software for their platforms (Apple Computer, 2009; Microsoft Corporation, 2009; Oracle Corporation/Sun Microsystems, 2001).
How valuable are user-interface design guidelines? That depends on who applies them to design problems.
User Experience Design and Evaluation Requires Understanding and Experience
Following user-interface design guidelines is not as straightforward as following cooking recipes. Design rules often describe goals rather than actions. They are purposefully very general to make them broadly applicable, but that means that their exact meaning and their applicability to specific design situations is open to interpretation.
Complicating matters further, more than one rule will often seem applicable to a given design situation. In such cases, the applicable design rules often conflict, i.e., they suggest different designs. This requires designers to determine which competing design rule is more applicable to the given situation and should take precedence.
Design problems—even without competing design guidelines—often have multiple conflicting goals. e.g.:
• bright screen and long battery life
• lightweight and sturdy
• multifunctional and easy to learn
• powerful and simple
• WYSIWYG (what you see is what you get) and usable by blind people
Satisfying all the design goals for a computer-based product or service usually requires tradeoffs—lots and lots of tradeoffs. Finding the right balance point between competing design rules requires further tradeoffs.
Given all of these complications, user-interface design rules and guidelines must be applied thoughtfully, not mindlessly, by people who are skilled in the art of UI design and/or evaluation. User-interface design rules and guidelines are more like laws than like rote recipes. Just as a set of laws is best applied and interpreted by lawyers and judges who are well versed in the laws, a set of user-interface design guidelines is best applied and interpreted by people who understand the basis for the guidelines and have learned from experience in applying them.
Unfortunately, with a few exceptions (e.g., Norman, 1983a), user-interface design guidelines are provided as simple lists of design edicts with little or no rationale or background.
Furthermore, although many early members of the user-interface design and usability profession had backgrounds in cognitive psychology, most newcomers to the field do not. That makes it difficult for them to apply user-interface design guidelines sensibly.
Providing that rationale and background education is the focus of this book.
Comparing User-Interface Design Guidelines
Table I.1 places the two best-known user-interface guideline lists side by side to show the types of rules they contain and how they compare to each other (see the Appendix for additional guidelines lists). For example, both lists start with a rule calling for consistency in design. Both lists include a rule about preventing errors. The Nielsen-Molich rule Help users recognize, diagnose, and recover from errors
corresponds closely to the Shneiderman-Plaisant rule to Permit easy reversal of actions.
User control and freedom
corresponds to Make users feel they are in control.
There is a reason for this similarity, and it isn’t just that later authors were influenced by earlier ones.
Table I.1 The Two Best-Known Lists of User Interface Design Guidelines
Where Do Design Guidelines Come from?
For present purposes, the detailed design rules in each set of guidelines, such as those in Table I.1, are less important than what they have in common: their basis and origin. Where did these design rules come from? Were their authors—like clothing fashion designers—simply trying to impose their own personal design tastes on the computer and software industries?
If that were so, the different sets of design rules would be very different from each other as the various authors sought to differentiate themselves from the others. In fact, all of these sets of user-interface design guidelines are quite similar if we ignore differences in wording, emphasis, and the state of computer technology when each set was written.