Sheneidermanns Rules

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Guidelines in HCI

Shneidermans Eight Golden Rules for UI


Guidelines in HCI
Shneidermans Eight Golden Rules for UI
Guidelines in HCI
Shneidermans Eight Golden Rules.
Guidelines in HCI
Shneidermans Eight Golden Rules for UI
Guidelines in HCI
Guidelines in HCI

Eight Golden Rules of User Interface


Design stated by Ben Shneiderman.
Background
We use Dix et als version of the Waterfall model (reproduced
below from Dix et al) to illustrate where exactly in the design
cycle, the Rules - Guidelines & principles being discussed in
this module, become important.
Design is both
qualitative as well
as quantitative.

The terms
Guidelines and
principles rather
than precise laws
& rules are used in
Design.

Ben Shneiderman
formulated eight
such guidelines
that can be used in
Interface designing.
Introduction

Ben Shniderman* consolidated known tacit


knowledge and practice guidelines which are used
intuitively by graphic Interface designers - into a set
of eight general guidelines for the use of computer
science specialist who were being introduced to
Visual Graphic designers work of designing
interactive GUI interfaces. Along with looks the
**GUI:Graphic User usability of a software depended on functionality.
Interface

* Bend Shneiderman founded the HCI Lab at the University of Maryland , USA.
He is known for Nassi-Shnerderman diagrams used in the field of Software
Engineering.
There is ample empirical evidence published in HCI literature
which collaborates and consolidates the applicability of the
eight guide lines.

These are intended more as guidelines rather than rules to


be strictly adhered to at every step.

They are useful for designers as well as software


engineers involved in design of interfaces.

Using these eight guidelines it is possible to distinguish a


good interface design from a bad one especially from the
Human - User interaction point of view.

These have been put forth in a concise and understandable


manner by Ben Shneiderman.
It needs to be noted that apart from these eight there are
many more similar useful pointers available in HCI and
Usability literature.

While merely or blindly applying these eight guidelines is not


necessarily going to grantee a good interface design, they
are useful in heuristic evaluation to identify GUIs that fall out
of normal pattern . The guidelines can be used to rate GUIs
as good or bad.
The Eight rules reproduced from published
literature are as follows.

1. Strive for Consistency


2. Cater to Universal Usability
3. Offer Informative feedback
4. Design Dialogs to yield closure
5. Prevent Errors
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short term memory load

Let us attempt to understand each one..


Explanations & Examples

1. Strive for Consistency

Users need to be able to do the same thing the same way


that they have been doing.- every time.

Interfaces need to exhibitconsistent quality across


screens/ applications both visually as well as behaviorally.

Consistency leads to a pattern which is easier to handle


cognitively.

Consistency such as similar sequence of actions in similar


situations makes it easy to learn.

Continued..
Consistency can be achieved through graphical elements
such as fonts, colour, shape, position being consistently
same in all menus & screens, across, categories for a
particular software.

For example: If the ON button is on the right in the first screen and
moves towards middle in the second screen then positional
inconsistency is said to have occurred - however small the
displacement is.

ON

x
GUI designers use a simple technique to maintain consistency of control
elements in successive screen.
Consistency.. continued

GUI designers use a background grid to place interactive


elements in a consistent and orderly way so as to make them
appear both physically as well a visually at the same place
across the entire software package.

Inconsistent positioning of GUI elements is evident when observed against a


grid. Grids are used as background reference to place the elements consistently

In case certain exceptions in maintaining consistency are required to


be made in a subsequent screen, they should be such that they are
comprehensible, distinct and limited in number.
2. Cater to wide range & type of Users
1. Strive for Consistency Universal design strives to cater to as wide a
2. Cater to Universal Usability
3. Offer Informative feedback range of human users of different characteristics
4. Design Dialogs to yield closure
5. Prevent Errors (age, culture, educational level, disability) with a
6. Permit easy reversal of actions single design.
7. Support internal locus of control
8. Reduce short term memory
load
While this may not be feasible or possible in all
contexts, Shnidermans rule none the less needs
to be followed so as not to leave out taking into
consideration a section of users, other wise
competent, who cannot use the interface due to
no fault of theirs.

Users are classified as Novice, Intermediate and


Experts. Experts tend to use lesser actions at a
faster pace. Abbreviations short cuts keys etc are
some of the techniques used.

Interfaces need to cater to all levels &


classification of users: novice to experts.
3. Offer Informative feedback
1. Strive for Consistency
2. Cater to Universal Usability
3. Offer Informative feedback
4. Design Dialogs to yield closure
5. Prevent Errors
Interfaces need to not just to be communicative
6. Permit easy reversal of actions but also need to inform the user in terms of
7. Support internal locus of control
8. Reduce short term memory learning & feed back which tells them that they are
load proceeding in the right direction.

For every action of the user there needs to be a


feedback only then interaction (in HCI) is said
to take place. Specific error messages composed
in a appositive tone give affirmative feedback
without having to feel punitive.

Unless the user gets a feed back he/she cannot


proceed or becomes unsure of the correctness of
the action.
3. Design Dialogs to yield closure
In an interaction - dialogue needs to have a closure
which is recognized by the user as end of an action.

Sequence of actions need to proceed in a dialogue


by engaging the user in a step by step manner.

Like in a mathematical expression, every enclosing


bracket needs a corresponding closing bracket. So
also subsequence of actions needs to be grouped
with intermittent closing of each sub group followed
finally by a closer action of the group.

Ex: A message at the end of a sequence of events gives a feed back &
closure of sending a SMS.

Continued.
Example 2: Un closed dialogue

Press ON button
Look at the green lamp.
If green glows press next push button - yellow lamp will glow

Push 3rd button and continue till green lamp stops glowing.
End of task..Notice the yellow lamp
feed back dialogue
An Example of a closed dialogue: above being not
closed ?
Press ON button What happens to
. yellow lamp ? Did it
Look at the green lamp.
stop glowing? or why
If green glows press 2nd push button it continues glowing
. and yellow lamp will glow. when the task is over ?

.. are some of the


Press 3rd button and continue with questions that may
other 3 buttons till green lamp stops arise due to non
glowing. closure of dialogues
which can lead to
confusion for a user
When Yellow lamp stops glowing it
indicates sequence over.
End of task.
5. Prevent Errors

1. Strive for Consistency Interfaces need to minimize errors. Human


2. Cater to Universal Usability
3. Offer Informative feedback Computer dialogue can be designed to minimize
4. Design Dialogs to yield closure
5. Prevent Errors
and prevent errors made by users.
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short term memory There cloud be many reasons for users errors but
load
the user himself or herself is not one of them !
Users can make errors while interacting with
computers as well as while inputting / interpreting
information.

Even if the user makes an error the system needs


top be designed to detect it, take corrective or
precautionary steps to arrest it. It also needs to
offer a way out for recovery from the error.

A default system unchanged message needs to be


communicated to the user if an error has happened
.
6. Permit easy reversal of actions

Interactions need to build in retracing backwards /reverse


actions if need be so as give relief from anxiety to the user. The
system should encourage exploration without techno fear. One
way to do this is to provide a re traceable path backwards of all
actions and permit their nullification.
Ex: This PPT application has
reversal in both the direction
backwards (last action) and
forward (post action)
7. Support internal locus of control

Allow user to always feel in control of


the system and of the situation.

Make the user aware that he/she is in


control. User should believe that they
are controlling the system and not the
other way around. This is achieved by
more opportunities for interactions.

The bearing of where the user


presently is helps the user to orient or
reorient the interaction. The user
should never be allowed to feel lost.
8. Reduce short term memory load

1. Strive for Consistency Care not load the cognitive short term memory of
2. Cater to Universal Usability
3. Offer Informative feedback the user by expecting user to remember several
4. Design Dialogs to yield closure
5. Prevent Errors
sequences , actions and their consequences at a
6. Permit easy reversal of actions time. Means loading their short term memory
7. Support internal locus of control
8. Reduce short term memory while interacting.
load

94 56 781029 Millers* 7 chunks of information is often


prescribed as a solution to limit short term
Easier to remember memory. In psychological experiments it has
if chunked into been found that the short term memory can hold
smaller setc 7 +- 2 bits called chunks of information. Long
94 56 7 810 29 sequential actins requiring more than 7 chunks
need to be broken down into smaller chunks.

*G.A. Miller; The Magical number seven, plus or minus two: some limits on our capacity to
process information. Psychplogical review, 63(2):81-97, 1956.
Each of these Shneidermans rules were examined with the examples

1. Strive for Consistency


2. Cater to Universal Usability
3. Offer Informative feedback
4. Design Dialogs to yield closure
5. Prevent Errors
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short term memory load
Assignment
Choose any common software interface.
Analyze its interfaces by navigating to find out
if it adheres to the eight Shneiderman Rules .
Use a Novice User as your reference.

Example: Excel Sheet .


User: 10th standard student.

Present your findings in terms of number of violations per rule for the
chosen software.
References:

1. Shneiderman. B. ; Designing the user interface: Strategies


for effective Human Computer Interaction; Addsion-Wesley
Publishers Treading MA. 2004. )

2. Designing the user interface: Strategies for effective Human


Computer Interaction ; Ben Shneiderman and Catherikne
Plaisant , Addison-Wesley Publishers Treading MA. 2010. )

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