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== Interface design == {{main|User interface design}} Primary methods used in the interface design include prototyping and simulation. Typical human–machine interface design consists of the following stages: interaction specification, interface software specification and prototyping: * Common practices for interaction specification include [[user-centered design]], [[persona]], activity-oriented design, scenario-based design, and resiliency design. * Common practices for interface software specification include [[use cases]] and constrain enforcement by [[interaction protocol]]s (intended to avoid use errors). * Common practices for prototyping are based on libraries of interface elements (controls, decoration, etc.). === Principles of quality === In broad terms, interfaces generally regarded as user friendly, efficient, intuitive, etc. are typified by one or more particular qualities. For the purpose of example, a non-exhaustive list of such characteristics follows: # Clarity: The interface avoids ambiguity by making everything clear through language, flow, hierarchy and metaphors for visual elements. # [[Concision]]:<ref name="artofunix">{{cite book|last1=Raymond|first1=Eric Steven|title=The Art of Unix Programming|date=2003|publisher=Thyrsus Enterprises|chapter-url=http://homepage.cs.uri.edu/~thenry/resources/unix_art/ch11s03.html|access-date=13 June 2014|chapter=11|url-status=live|archive-url=https://web.archive.org/web/20141020023039/http://homepage.cs.uri.edu/~thenry/resources/unix_art/ch11s03.html|archive-date=20 October 2014}}</ref> However ironically, the over-clarification of information—for instance, by labelling the majority, if not the entirety, of items displayed on-screen at once, and regardless of whether or not the user would in fact require a visual indicator of some kind in order to identify a given item—can, and, under most normal circumstances, most likely will lead to the obfuscation of whatever information. # Familiarity:<ref>{{cite journal|author1=C. A. D'H Gough|author2=R. Green|author3=M. Billinghurst|title=Accounting for User Familiarity in User Interfaces|url=https://www.researchgate.net/publication/220998465|access-date=13 June 2014|format=PDF}}</ref> Even if someone uses an interface for the first time, certain elements can still be familiar. Real-life metaphors can be used to communicate meaning. # [[Responsiveness]]:<ref>{{cite book|last1=Sweet|first1=David|title=KDE 2.0 Development|date=October 2001|publisher=Sams Publishing|chapter-url=http://openbooks.sourceforge.net/books/kde20devel/ch09.html|access-date=13 June 2014|ref=99-067972|chapter=9 – Constructing A Responsive User Interface|url-status=live|archive-url=https://web.archive.org/web/20130923224705/http://openbooks.sourceforge.net/books/kde20devel/ch09.html|archive-date=23 September 2013}}</ref> A good interface should not feel sluggish. This means that the interface should provide good feedback to the user about what's happening and whether the user's input is being successfully processed. # Consistency:<ref>{{cite journal|author1=John W. Satzinger|author2=Lorne Olfman|title=User interface consistency across end-user applications: the effects on mental models|journal=Journal of Management Information Systems|date=March 1998|volume=14|issue=4|pages=167–193|url=http://dl.acm.org/citation.cfm?id=1189510|series=Managing virtual workplaces and teleworking with information technology|location=Armonk, NY|doi=10.1080/07421222.1998.11518190|url-access=subscription}}</ref> Keeping your interface consistent across your application is important because it allows users to recognize usage patterns. # [[Aesthetics]]: While you do not need to make an interface attractive for it to do its job, making something look good will make the time your users spend using your application more enjoyable; and happier users can only be a good thing. # [[Efficiency]]: Time is money, and a great interface should make the user more productive through shortcuts and good design. # [[Forgiveness]]: A good interface should not punish users for their mistakes but should instead provide the means to remedy them. === Principle of least astonishment === The [[principle of least astonishment]] (POLA) is a general principle in the design of all kinds of interfaces. It is based on the idea that human beings can only pay full attention to one thing at one time,<ref name=Raskin>{{cite book|last1=Raskin|first1=Jef|title=The human interface : new directions for designing interactive systems|date=2000|publisher=Addison Wesley|location=Reading, Mass. [u.a.]|isbn=0-201-37937-6|edition=1. printing.|url-access=registration|url=https://archive.org/details/humaneinterfacen00rask}}</ref> leading to the conclusion that novelty should be minimized. === Principle of habit formation === If an interface is used persistently, the user will unavoidably develop [[habit]]s for using the interface. The designer's role can thus be characterized as ensuring the user forms good habits. If the designer is experienced with other interfaces, they will similarly develop habits, and often make unconscious assumptions regarding how the user will interact with the interface.<ref name=Raskin/><ref>{{cite news|last1=Udell|first1=John|title=Interfaces are habit-forming|url=http://www.infoworld.com/article/2681144/application-development/interfaces-are-habit-forming.amp.html|access-date=3 April 2017|work=Infoworld|date=9 May 2003|language=en|url-status=live|archive-url=https://web.archive.org/web/20170404131503/http://www.infoworld.com/article/2681144/application-development/interfaces-are-habit-forming.amp.html|archive-date=4 April 2017}}</ref> === A model of design criteria: User Experience Honeycomb === [[File:UX Honeycomb.png|alt=User interface / user experience guide|thumb|[[User experience design|User Experience Design]] Honeycomb<ref name=":0">{{Cite web|url=https://oryzo.com/user-interface-design/|title=User Interface & User Experience Design {{!}} Oryzo {{!}} Small Business UI/UX|website=Oryzo|language=en-US|access-date=2019-11-19}}</ref> designed by [[Peter Morville]]<ref name=":1">{{Cite web|url=https://medium.com/@danewesolko/peter-morvilles-user-experience-honeycomb-904c383b6886|title=Peter Morville's User Experience Honeycomb|last=Wesolko|first=Dane|date=2016-10-27|website=Medium|language=en|access-date=2019-11-19}}</ref>|230x230px]] Peter Morville of [[Google]] designed the User Experience Honeycomb framework in 2004 when leading operations in user interface design. The framework was created to guide user interface design. It would act as a guideline for many web development students for a decade.<ref name=":1" /> # Usable: Is the design of the system easy and simple to use? The application should feel familiar, and it should be easy to use.<ref name=":1" /><ref name=":0" /> # Useful: Does the application fulfill a need? A business's product or service needs to be useful.<ref name=":0" /> # Desirable: Is the design of the application sleek and to the point? The aesthetics of the system should be attractive, and easy to translate.<ref name=":0" /> # Findable: Are users able to quickly find the information they are looking for? Information needs to be findable and simple to navigate. A user should never have to hunt for your product or information.<ref name=":0" /> # [[Accessibility|Accessible]]: Does the application support enlarged text without breaking the framework? An application should be accessible to those with disabilities.<ref name=":0" /> # Credible: Does the application exhibit trustworthy security and company details? An application should be transparent, secure, and honest.<ref name=":0" /> # Valuable: Does the end-user think it's valuable? If all 6 criteria are met, the end-user will find value and trust in the application.<ref name=":0" />
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