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This guide explores fundamental principles for creating effective interfaces, focusing on visually apparent, forgiving designs that prioritize user experience. Learn about autonomy, color blindness considerations, consistency, and efficiency to enhance usability. Discover tips for creating explorable interfaces with well-marked paths while allowing freedom of movement. Understand the importance of navigation and orientation, including linear, modular, hyperchoice, and orientation examples. Utilize proper usability self-check methods to ensure intuitive navigational controls and optimize user progress. Enhance user experience by providing hints and preventing wrong navigational choices.
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Definition • Principles fundamental to the design and implementation of effective interfaces.
Traits of Effective Interfaces • Visually apparent and forgiving • Do not concern the learner with the inner workings of the system • Perform a maximum of work with minimum information.
Design Principles • Autonomy • Give direction but not too much or too little. • Proper orientation to keep learners aware and informed. • Keep information up to date and in easy view.
Color (again!) • Color Blindness • Do not rely on only color to emphasize something • Secondary Cues - different graphic or icon, subtlety of gray scale.
Consistency • Behavior vs look and feel • Don’t hide learner-interface elements • Inconsistency is important for differentiating (CRAP) • Be consistent with learner expectations - trial runs and test groups
Efficiency to the learner • People cost money • Spend time making the human part of the system more efficient • Keep learners occupied…try not to make them wait • Fitt’s Law - The time to acquire a target is a function of the distance to and size of the target. • i.e. GO BIG!
Explorable Interfaces • Give well marked paths but allow for freedom of movement • The less experienced your learner, the more structure necessary • Make actions reversible and allow undo • Allow a way out
Track State • Know where the learner is, is going, has been • Allow learner to log off and come back to same spot
Usability Applied Navigation and Orientation
Summary • Navigation – getting where you want to go • Orientation – knowing where you are and where the information you want is
Navigation Types Linear Modular Hyperchoice Orientation Exmpl Introductions Menus and sub-menus On-screen identifiers Page numbering Help options Examples
Common Navigation Common navigational buttons
Proper Usability Self Check • Permit appropriate level of user navigational control • Keep user informed of location and progress • Are navigational controls or icons intuitive? • Do navigation buttons take learner to where they logically expect to go? • Does the program leave bread crumbs?
Hints • Provide short path to information 2 – 4 links • Avoid over-navigation • Use orientation map to reinforce topic integration • Prevent wrong navigational choices (gray out)