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.
Pages to are hidden for
"HCI 16 principal human and computer interaction"Please download to view full document