ME39C: Multimedia Case Studies of Engineering Design

ME39C | Spring 1997 | Handouts & Lecture Notes | User Interface Design Guidelines

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User Interface Design Guidelines

Following is a list of user interface design rules that you may find helpful in designing your case:

  • Know thy user, and YOU are NOT thy user.
  • Things that look the same should act the same.
  • Everyone makes mistakes, so every mistake should be flexible.
  • The information for the decision needs to be there when the decision is needed.
  • Error messages should actually mean something to the user, and tell the user how to fix the problem.
  • Every action should have a reaction.
  • Don't overload the user's buffers.
  • Consistency, consistency, consistency.
  • Minimize the need for a mighty memory.
  • Keep it simple.
  • The more you do something, the easier it should be to do.
  • The user should always know what is happening.
  • The user should control the system. The system shouldn't control the user. The user is the boss, and the system should show it.
  • The idea is to empower the user, not speed up the system.
  • Eliminate unnecessary decisions, and illuminate the rest.
  • If I made an error, let me know about it before I get into REAL trouble.
  • The best journey is the one with the fewest steps. Shorten the distance between the user and their goal.
  • The user should be able to do what the user wants to do.
  • Things that look different should act different.
  • You should always know how to find out what to do next.
  • Don't let people accidentally shoot themselves.
  • Even experts are novices at some point. Provide help.
  • Design for regular people and the real world.
  • Keep it neat. Keep it organized.
  • Provide a way to bail out and start over.
  • The fault is not in thyself, but in thy system.
  • If it is not needed, it is not needed.
  • Color is information.
  • Everything in its place, and a place for everything.
  • The user should be in a good mood when done.
  • If I made an error, at least let me finish my thought before I have to fix it.
  • Cute is not a good adjective for systems.
  • Let people shape the system to themselves, and paint it with their own personality.
  • To know the system is to love it.

(Note: This list was generated through an extensive survey of people working in the human-computer interface design field. Results of the survey are reported more extensively by Arnold M. Lund of Ameritech in "Expert Ratings of Rules of Thumb for Usability.")

Other rules:

  • The idea is to empower the user, not speed up the system.
  • Don't overload the user's buffers.
  • Let people shape the system to themselves, and paint it with their own personality.
  • Minimize the need for a mighty memory.
  • Eliminate unnecessary decisions, and illuminate the rest.

Also See:

  • On-Line Resources: User Interface Design
  • Handout (hard copy only): Nielsen, Jakob, "Traditional Dialogue Design Applied to Modern User Interfaces," Communications of the ACM, October 1990, Vol. 33, No. 10, p. 111.
  • Handout (hard copy only): Cooper, Alan, "About Face - The Essentials of User Interface Design," Programmers Press, 1995, Chapter 1.

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Last updated: 3/10/97
Send Comments to: Brandon Muramatsu
Copyright © 1997 Alice Agogino and Brandon Muramatsu.
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