HCI 16 principal human and computer interaction

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HCI 16 principal human and computer interaction Powered By Docstoc
					Here are some things that a fundamental principle of good interface design with respect to the
characteristics of the IMK:

1. Users compatibility

Interface is a mask of a system or an entrance gate to the system translated into a software
application. Therefore, a software as if the user should know, the user should know the
characteristics, from nature to human behavior in general. Designers must find and collect various
characteristics and properties of the user because the interface must be adapted to the user that the
number could be more than 1 and have different characters. It should be thought of by the designer
and should not be based on designing interfaces with himself.

2. Product compatibility

An application that is based on the interface must match the original system. Example: application of
the system through the interface is expected to produce a report / reports as well as detailed and
accurate information than the manual system.

3. Task compatibility

An application that is based interfaces should be able to help the user to accomplish tasks. As much
as possible the user is not faced with selecting and thought, but the user is faced with a simple
choice and thought processes of the user tasks in an application moved through the interface.
Example: Users simply click on the setup, press the next, next, next, finish, ok to install a sotfware.

4. Work flow compatibility

An application system is certain to adopt the manual system and in which there is a sequence of
course work in completing the work. In an application, the software engineer must think of a trace-
trace existing work on a system. Keep the user should not be confused with the menu choices too
much. Create a menu should trace is a sequence of trace job. So it can assist the user in speeding up
his work.

5. Consistency

A system must be in accordance with the real system and in accordance with the product. Therefore,
software engineers must pay attention to the things that are consistent when designing application
interfaces in particular, eg, application of color, structure, menus, fonts, design a uniform format in
different parts of the interface, so the user does not experience difficulties when switching job
positions or relocates in completing the work. It is based on human characteristics have thought that
using analogies and the ability of human beings in terms of predicting. Example: uniformity toolbar
in Word, Excel, PowerPoint, Access about the same.
6. Familiarity

Human nature is easy to remember with things that are often seen / had. Interface design as much
as possible in accordance with the interface in general, in terms of layout, model, etc.. This can help
the user quickly interact with the system through the interface that is familiar to the user.

7. Simplicity

Not always an interface that has a lot of menu is a good interface. Simplicity here is more meaningful
as a quick and not too complicated. Users more like things that are simple but have the strength /
weight.

8. Direct manipulation

Users expect applications that have faced the media or tools that can be used to make changes to
the interface. Users wanted the front of the application can be tailored to the needs, the nature and
characteristics of the user. In addition, the nature of the users who like to change or have a sense of
boredom. Example: color display as you wish (eg pink) on the window can be changed via the
desktop properties, winamp skins appearance can be changed, etc.

9. Control

Genesis typo or incorrect entry is common for a user. But that would be able to disrupt the system
and will have fatal consequences for incorrect data 1 digit / 1 character all the information
generated is very possible one. Therefore, the software engineer must design a condition that can
cope with and overcome things like that. Example: "illegal command", "can not recognize input 'as a
portal if something goes wrong.

10. WYSIWYG

WYSIWYG = what you see is what you get = what you get is what you saw. It also needs to be a
concern when building a software engineer at the interface. Information sought / desired should
match the effort of the user at the time of searching for data and must also comply with the existing
data on the application of the system (software). If a system has more information than the user
desired, should be made a choice (optional) user liking. It could be that it just does not want
excessive user. The fundamental here is to be in accordance with the will and choice of the user.

11. Flexibility

Flexible is a form of out of the solution when solving problems. Software engineers can create
different solutions to a problem resolution. As an example of the menu, hotkey, or other models of
dialogue.
12. Responsiveness

Computer technology is advancing according to the demands of human needs, the software that is
built must have a rapid reaction response to commands from the user. This is based on human
nature that the more dynamic / do not want to wait.

13. Invisible Technology

Generally, the user has the sophistication of curiosity an application that uses. For that application is
made should have a hidden advantage. Example: an application to have the media recognize voice
input, a word processor that comes with a language translator.

14. Robustness

Human and computer interaction (interface development) that can either be phrases or error
handling menu polite. The word used to be in hostile conditions so user friendly feel will be felt by
the user while using the system. Example: BAD COMMAND OR FILES NAMES, DISK DRIVE NOT
READY, etc..

15. Protection

A designer must create a design interface user will still feel comfortable when he does something
wrong, for example when the user deleting or removing files accidentally mess not being mean
because there are recovery tools such as undo, recycle bin, etc. or "are you sure ... . '. Protection
here better maintain user comfort when using a particular system application data in the form of
files.

16. Ease Of Learning And Ease Of Use

Ease of operating software or learn just by looking at a few hours. Ease in understanding the icons,
menus, data path software, etc.. After studying, the user easily and quickly using the software.

				
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