hanli wang ( m · 2018. 2. 27. · hanli wang (˝¢m) email: [email protected] department of...
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![Page 1: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/1.jpg)
Design Rules
Design Rules
Hanli Wang (�¢m)
Email: [email protected]
Department of Computer Science and Technology,Tongji University
![Page 2: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/2.jpg)
Design Rules
Table of ContentsChapter overview
Design rule types
Principles to support usabilityLearnabilityFlexibilityRobustness
Standards
Guidelines
Golden rules and heuristicsShneiderman’s eight golden rulesNorman’s seven principlesOther design heuristics
HCI patterns
Summary
![Page 3: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/3.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usability
I goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 4: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/4.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 5: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/5.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usability
I offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 6: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/6.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 7: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/7.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelines
I provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 8: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/8.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 9: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/9.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristics
I summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 10: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/10.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 11: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/11.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patterns
I capture and reuse design knowledge
![Page 12: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/12.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 13: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/13.jpg)
Design Rules
Chapter overview
Chapter overview
I Designing for maximum usabilityI goal of interactive systems design
I Principles of usabilityI offers a general understanding
I Standards and guidelinesI provides direction for design
I ‘golden rules’ or heuristicsI summarize essential characteristics of good design
I Design patternsI capture and reuse design knowledge
![Page 14: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/14.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:
I a designer can follow in order to increase the usability of theeventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 15: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/15.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 16: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/16.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions:
rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 17: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/17.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 18: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/18.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority:
whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 19: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/19.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 20: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/20.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality:
whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 21: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/21.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 22: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/22.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 23: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/23.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules:
principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 24: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/24.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelines
I Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 25: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/25.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles:
abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 26: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/26.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authority
I Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 27: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/27.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards:
specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 28: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/28.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authority
I Guidelines: more general application, lower authority
![Page 29: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/29.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines:
more general application, lower authority
![Page 30: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/30.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 31: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/31.jpg)
Design Rules
Design rule types
Types of design rules
I Design rules:I a designer can follow in order to increase the usability of the
eventual software product
I Classify design rules along two dimensions: rule’s authorityand generality
I By authority: whether or not the rule must be followed indesign or whether it is only suggested
I By generality: whether the rule can be applied to manysituations or focussed on a more limited application situation
I Rules also vary in level of abstraction, with some abstractiveand others being quite specific
I Type of design rules: principles, standards, guidelinesI Principles: abstract, high generality, low authorityI Standards: specific, limited applications, high authorityI Guidelines: more general application, lower authority
![Page 32: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/32.jpg)
Design Rules
Design rule types
Types of design rules (Cont’d)
I Often a set of design rules conflictwith each other =⇒ impossible toadhere to all of them
I The theory underlying rules helpunderstand the trade-off
I More general a rule is, greater thelikelihood that it conflicts with othersand greater need for the designer tounderstand the theory behind it
I Design rules restrict the space ofdesign options, preventing a designerfrom pursuing unstable options
I desired if adopted in early stages ofdesign cycle
![Page 33: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/33.jpg)
Design Rules
Design rule types
Types of design rules (Cont’d)
I Often a set of design rules conflictwith each other
=⇒ impossible toadhere to all of them
I The theory underlying rules helpunderstand the trade-off
I More general a rule is, greater thelikelihood that it conflicts with othersand greater need for the designer tounderstand the theory behind it
I Design rules restrict the space ofdesign options, preventing a designerfrom pursuing unstable options
I desired if adopted in early stages ofdesign cycle
![Page 34: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/34.jpg)
Design Rules
Design rule types
Types of design rules (Cont’d)
I Often a set of design rules conflictwith each other =⇒ impossible toadhere to all of them
I The theory underlying rules helpunderstand the trade-off
I More general a rule is, greater thelikelihood that it conflicts with othersand greater need for the designer tounderstand the theory behind it
I Design rules restrict the space ofdesign options, preventing a designerfrom pursuing unstable options
I desired if adopted in early stages ofdesign cycle
![Page 35: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/35.jpg)
Design Rules
Design rule types
Types of design rules (Cont’d)
I Often a set of design rules conflictwith each other =⇒ impossible toadhere to all of them
I The theory underlying rules helpunderstand the trade-off
I More general a rule is, greater thelikelihood that it conflicts with othersand greater need for the designer tounderstand the theory behind it
I Design rules restrict the space ofdesign options, preventing a designerfrom pursuing unstable options
I desired if adopted in early stages ofdesign cycle
![Page 36: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/36.jpg)
Design Rules
Design rule types
Types of design rules (Cont’d)
I Often a set of design rules conflictwith each other =⇒ impossible toadhere to all of them
I The theory underlying rules helpunderstand the trade-off
I More general a rule is, greater thelikelihood that it conflicts with othersand greater need for the designer tounderstand the theory behind it
I Design rules restrict the space ofdesign options, preventing a designerfrom pursuing unstable options
I desired if adopted in early stages ofdesign cycle
![Page 37: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/37.jpg)
Design Rules
Design rule types
Types of design rules (Cont’d)
I Often a set of design rules conflictwith each other =⇒ impossible toadhere to all of them
I The theory underlying rules helpunderstand the trade-off
I More general a rule is, greater thelikelihood that it conflicts with othersand greater need for the designer tounderstand the theory behind it
I Design rules restrict the space ofdesign options, preventing a designerfrom pursuing unstable options
I desired if adopted in early stages ofdesign cycle
![Page 38: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/38.jpg)
Design Rules
Design rule types
Types of design rules (Cont’d)
I Often a set of design rules conflictwith each other =⇒ impossible toadhere to all of them
I The theory underlying rules helpunderstand the trade-off
I More general a rule is, greater thelikelihood that it conflicts with othersand greater need for the designer tounderstand the theory behind it
I Design rules restrict the space ofdesign options, preventing a designerfrom pursuing unstable options
I desired if adopted in early stages ofdesign cycle
![Page 39: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/39.jpg)
Design Rules
Design rule types
Types of design rules (Cont’d)
I Often a set of design rules conflictwith each other =⇒ impossible toadhere to all of them
I The theory underlying rules helpunderstand the trade-off
I More general a rule is, greater thelikelihood that it conflicts with othersand greater need for the designer tounderstand the theory behind it
I Design rules restrict the space ofdesign options, preventing a designerfrom pursuing unstable options
I desired if adopted in early stages ofdesign cycle
![Page 40: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/40.jpg)
Design Rules
Principles to support usability
Principle categories
I Principles: most abstract design rules, high generality, lowauthority
I Three main categories of principles:I Learnability - the ease with which new users can begin
effective interaction and achieve maximal performanceI Flexibility - the multiplicity of ways in which the user and
system exchange informationI Robustness - the level of support provided to the user in
determining successful achievement and assessment of goals
![Page 41: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/41.jpg)
Design Rules
Principles to support usability
Principle categories
I Principles: most abstract design rules, high generality, lowauthority
I Three main categories of principles:
I Learnability - the ease with which new users can begineffective interaction and achieve maximal performance
I Flexibility - the multiplicity of ways in which the user andsystem exchange information
I Robustness - the level of support provided to the user indetermining successful achievement and assessment of goals
![Page 42: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/42.jpg)
Design Rules
Principles to support usability
Principle categories
I Principles: most abstract design rules, high generality, lowauthority
I Three main categories of principles:I Learnability
- the ease with which new users can begineffective interaction and achieve maximal performance
I Flexibility - the multiplicity of ways in which the user andsystem exchange information
I Robustness - the level of support provided to the user indetermining successful achievement and assessment of goals
![Page 43: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/43.jpg)
Design Rules
Principles to support usability
Principle categories
I Principles: most abstract design rules, high generality, lowauthority
I Three main categories of principles:I Learnability - the ease with which new users can begin
effective interaction and achieve maximal performance
I Flexibility - the multiplicity of ways in which the user andsystem exchange information
I Robustness - the level of support provided to the user indetermining successful achievement and assessment of goals
![Page 44: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/44.jpg)
Design Rules
Principles to support usability
Principle categories
I Principles: most abstract design rules, high generality, lowauthority
I Three main categories of principles:I Learnability - the ease with which new users can begin
effective interaction and achieve maximal performanceI Flexibility
- the multiplicity of ways in which the user andsystem exchange information
I Robustness - the level of support provided to the user indetermining successful achievement and assessment of goals
![Page 45: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/45.jpg)
Design Rules
Principles to support usability
Principle categories
I Principles: most abstract design rules, high generality, lowauthority
I Three main categories of principles:I Learnability - the ease with which new users can begin
effective interaction and achieve maximal performanceI Flexibility - the multiplicity of ways in which the user and
system exchange information
I Robustness - the level of support provided to the user indetermining successful achievement and assessment of goals
![Page 46: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/46.jpg)
Design Rules
Principles to support usability
Principle categories
I Principles: most abstract design rules, high generality, lowauthority
I Three main categories of principles:I Learnability - the ease with which new users can begin
effective interaction and achieve maximal performanceI Flexibility - the multiplicity of ways in which the user and
system exchange informationI Robustness
- the level of support provided to the user indetermining successful achievement and assessment of goals
![Page 47: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/47.jpg)
Design Rules
Principles to support usability
Principle categories
I Principles: most abstract design rules, high generality, lowauthority
I Three main categories of principles:I Learnability - the ease with which new users can begin
effective interaction and achieve maximal performanceI Flexibility - the multiplicity of ways in which the user and
system exchange informationI Robustness - the level of support provided to the user in
determining successful achievement and assessment of goals
![Page 48: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/48.jpg)
Design Rules
Principles to support usability
Principle categories
I Principles: most abstract design rules, high generality, lowauthority
I Three main categories of principles:I Learnability - the ease with which new users can begin
effective interaction and achieve maximal performanceI Flexibility - the multiplicity of ways in which the user and
system exchange informationI Robustness - the level of support provided to the user in
determining successful achievement and assessment of goals
![Page 49: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/49.jpg)
Design Rules
Principles to support usability
Learnability
LearnabilityLearnability concerns the features of the interactive system thatallow novice users to understand how to use it initially and thenhow to attain a maximal level of performance.
![Page 50: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/50.jpg)
Design Rules
Principles to support usability
Learnability
LearnabilityLearnability concerns the features of the interactive system thatallow novice users to understand how to use it initially and thenhow to attain a maximal level of performance.
![Page 51: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/51.jpg)
Design Rules
Principles to support usability
Learnability
LearnabilityLearnability concerns the features of the interactive system thatallow novice users to understand how to use it initially and thenhow to attain a maximal level of performance.
![Page 52: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/52.jpg)
Design Rules
Principles to support usability
Learnability
Predictability
I Definition:
support for the user to determine the effect offuture action based on past interaction history
I Related principles: operation visibility - refers to how the useris shown the availability of operations that can be performednext
I if an operation can be performed, then there may be someperceivable indication of this to the user
I supporting the superiority in humans of recognition over recallI without it, the user have to remember when he can perform
the operation and when he cannot
![Page 53: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/53.jpg)
Design Rules
Principles to support usability
Learnability
Predictability
I Definition: support for the user to determine the effect offuture action based on past interaction history
I Related principles: operation visibility - refers to how the useris shown the availability of operations that can be performednext
I if an operation can be performed, then there may be someperceivable indication of this to the user
I supporting the superiority in humans of recognition over recallI without it, the user have to remember when he can perform
the operation and when he cannot
![Page 54: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/54.jpg)
Design Rules
Principles to support usability
Learnability
Predictability
I Definition: support for the user to determine the effect offuture action based on past interaction history
I Related principles: operation visibility
- refers to how the useris shown the availability of operations that can be performednext
I if an operation can be performed, then there may be someperceivable indication of this to the user
I supporting the superiority in humans of recognition over recallI without it, the user have to remember when he can perform
the operation and when he cannot
![Page 55: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/55.jpg)
Design Rules
Principles to support usability
Learnability
Predictability
I Definition: support for the user to determine the effect offuture action based on past interaction history
I Related principles: operation visibility - refers to how the useris shown the availability of operations that can be performednext
I if an operation can be performed, then there may be someperceivable indication of this to the user
I supporting the superiority in humans of recognition over recallI without it, the user have to remember when he can perform
the operation and when he cannot
![Page 56: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/56.jpg)
Design Rules
Principles to support usability
Learnability
Predictability
I Definition: support for the user to determine the effect offuture action based on past interaction history
I Related principles: operation visibility - refers to how the useris shown the availability of operations that can be performednext
I if an operation can be performed, then there may be someperceivable indication of this to the user
I supporting the superiority in humans of recognition over recallI without it, the user have to remember when he can perform
the operation and when he cannot
![Page 57: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/57.jpg)
Design Rules
Principles to support usability
Learnability
Predictability
I Definition: support for the user to determine the effect offuture action based on past interaction history
I Related principles: operation visibility - refers to how the useris shown the availability of operations that can be performednext
I if an operation can be performed, then there may be someperceivable indication of this to the user
I supporting the superiority in humans of recognition over recall
I without it, the user have to remember when he can performthe operation and when he cannot
![Page 58: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/58.jpg)
Design Rules
Principles to support usability
Learnability
Predictability
I Definition: support for the user to determine the effect offuture action based on past interaction history
I Related principles: operation visibility - refers to how the useris shown the availability of operations that can be performednext
I if an operation can be performed, then there may be someperceivable indication of this to the user
I supporting the superiority in humans of recognition over recallI without it, the user have to remember when he can perform
the operation and when he cannot
![Page 59: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/59.jpg)
Design Rules
Principles to support usability
Learnability
Predictability
I Definition: support for the user to determine the effect offuture action based on past interaction history
I Related principles: operation visibility - refers to how the useris shown the availability of operations that can be performednext
I if an operation can be performed, then there may be someperceivable indication of this to the user
I supporting the superiority in humans of recognition over recallI without it, the user have to remember when he can perform
the operation and when he cannot
![Page 60: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/60.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package.
You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 61: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/61.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit.
You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 62: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/62.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing
by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 63: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/63.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject
and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 64: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/64.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it.
Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 65: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/65.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is?
Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 66: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/66.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects,
especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 67: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/67.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap?
Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 68: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/68.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screen
indicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 69: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/69.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object
that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 70: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/70.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group?
Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 71: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/71.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this example
depends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 72: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/72.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage
is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 73: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/73.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine
what happenswhen you click on the mouse button.
![Page 74: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/74.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 75: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/75.jpg)
Design Rules
Principles to support usability
Learnability
Predictability example
Imagine you have created a complex picture using a mouse-drivengraphical drawing package. You leave the picture for a few daysand then go back to change it around a bit. You are allowed toselect certain objects for editing by positioning the mouse over theobject and clicking a mouse button to highlight it. Can you tellwhat the set of selectable objects is? Can you determine whicharea of the screen belongs to which of these objects, especially ifsome objects overlap? Does the visual image on the screenindicate what objects form a compound object that can only beselected as a group? Predictability of selection in this exampledepends on how much of the history of the creation of the visualimage is necessary in order for you to determine what happenswhen you click on the mouse button.
![Page 76: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/76.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability
I Definition:
support for the user to assess the effect of pastoperations on the current state
I Related principles: immediate/eventual honestyI when an operation changes internal state, it is important that
the change is seen by userI honesty relates to the ability of UI to provide an observable
and informative account of changeI in the best of circumstances, this notification can come
immediately, requiring no further interaction initiated by userI at the very least, the notification should appear eventually,
after explicit user directives to make the change observable
![Page 77: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/77.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability
I Definition: support for the user to assess the effect of pastoperations on the current state
I Related principles: immediate/eventual honestyI when an operation changes internal state, it is important that
the change is seen by userI honesty relates to the ability of UI to provide an observable
and informative account of changeI in the best of circumstances, this notification can come
immediately, requiring no further interaction initiated by userI at the very least, the notification should appear eventually,
after explicit user directives to make the change observable
![Page 78: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/78.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability
I Definition: support for the user to assess the effect of pastoperations on the current state
I Related principles: immediate/eventual honesty
I when an operation changes internal state, it is important thatthe change is seen by user
I honesty relates to the ability of UI to provide an observableand informative account of change
I in the best of circumstances, this notification can comeimmediately, requiring no further interaction initiated by user
I at the very least, the notification should appear eventually,after explicit user directives to make the change observable
![Page 79: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/79.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability
I Definition: support for the user to assess the effect of pastoperations on the current state
I Related principles: immediate/eventual honestyI when an operation changes internal state, it is important that
the change is seen by user
I honesty relates to the ability of UI to provide an observableand informative account of change
I in the best of circumstances, this notification can comeimmediately, requiring no further interaction initiated by user
I at the very least, the notification should appear eventually,after explicit user directives to make the change observable
![Page 80: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/80.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability
I Definition: support for the user to assess the effect of pastoperations on the current state
I Related principles: immediate/eventual honestyI when an operation changes internal state, it is important that
the change is seen by userI honesty relates to the ability of UI to provide an observable
and informative account of change
I in the best of circumstances, this notification can comeimmediately, requiring no further interaction initiated by user
I at the very least, the notification should appear eventually,after explicit user directives to make the change observable
![Page 81: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/81.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability
I Definition: support for the user to assess the effect of pastoperations on the current state
I Related principles: immediate/eventual honestyI when an operation changes internal state, it is important that
the change is seen by userI honesty relates to the ability of UI to provide an observable
and informative account of changeI in the best of circumstances, this notification can come
immediately, requiring no further interaction initiated by user
I at the very least, the notification should appear eventually,after explicit user directives to make the change observable
![Page 82: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/82.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability
I Definition: support for the user to assess the effect of pastoperations on the current state
I Related principles: immediate/eventual honestyI when an operation changes internal state, it is important that
the change is seen by userI honesty relates to the ability of UI to provide an observable
and informative account of changeI in the best of circumstances, this notification can come
immediately, requiring no further interaction initiated by userI at the very least, the notification should appear eventually,
after explicit user directives to make the change observable
![Page 83: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/83.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability
I Definition: support for the user to assess the effect of pastoperations on the current state
I Related principles: immediate/eventual honestyI when an operation changes internal state, it is important that
the change is seen by userI honesty relates to the ability of UI to provide an observable
and informative account of changeI in the best of circumstances, this notification can come
immediately, requiring no further interaction initiated by userI at the very least, the notification should appear eventually,
after explicit user directives to make the change observable
![Page 84: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/84.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality
can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 85: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/85.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system.
You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 86: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/86.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 87: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/87.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system
you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 88: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/88.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system,
you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 89: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/89.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory
and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 90: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/90.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory
in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 91: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/91.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved
(in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 92: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/92.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact,
you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 93: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/93.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory
to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 94: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/94.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied).
In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 95: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/95.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface,
a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 96: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/96.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file
is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 97: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/97.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory
where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 98: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/98.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible
(assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 99: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/99.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents).
In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 100: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/100.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case,
the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 101: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/101.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation.
The visual desktop
is immediately honest.
![Page 102: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/102.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 103: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/103.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples
A good example of the distinction between immediacy and eventuality can be seen in
the comparison between command language interfaces and visual desktop interfaces
for a file management system. You have moved a file from one directory to another.
The principle of honesty implies that after moving the file to its new location in the
file system you are then able to determine its new whereabouts. In a command
language system, you would typically have to remember the destination directory and
then ask to see the contents of that directory in order to verify that the file has been
moved (in fact, you would also have to check that the file is no longer in its original
directory to determine that it has been moved and not copied). In a visual desktop
interface, a visual representation (or icon) of the file is dragged from its original
directory and placed in its destination directory where it remains visible (assuming the
destination folder is selected to reveal its contents). In this case, the user need not
expend any more effort to assess the result of the move operation. The visual desktop
is immediately honest.
![Page 104: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/104.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 105: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/105.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system,
it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 106: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/106.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change.
In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 107: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/107.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 108: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/108.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder.
New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 109: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/109.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users)
would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 110: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/110.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly
and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 111: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/111.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ).
They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 112: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/112.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition.
Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 113: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/113.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later,
they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 114: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/114.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around.
The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 115: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/115.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation
was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 116: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/116.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation.
Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 117: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/117.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 118: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/118.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
The problem with eventual honesty is that the user must know to look for the change.
In a situation in which the user is learning a new interactive system, it is likely that he
will not know to look for change. In earlier versions of the Apple Macintosh Finder,
performing the operation to create a new folder in another folder did not necessarily
result in that new folder’s icon being visible in the original folder. New users (and even
some experienced users) would often think that they had not issued the new folder
operations correctly and would ask for another new folder (and another, and another,
· · · ). They would not know to search through the entire open folder for the latest
addition. Then several minutes (hours, days) later, they would notice that there were
a number of empty and untitled folders lying around. The eventual (accidental)
discovery of the change brought about by the new folder operation was then difficult
to associate to that operation. Fortunately, this problem was addressed in Version 7 of
the Finder.
![Page 119: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/119.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty,
let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 120: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/120.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor.
Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 121: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/121.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document
(e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 122: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/122.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error).
In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 123: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/123.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading,
you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 124: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/124.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’.
The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 125: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/125.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution
without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 126: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/126.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou.
Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 127: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/127.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 128: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/128.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 129: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/129.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 130: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/130.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 131: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/131.jpg)
Design Rules
Principles to support usability
Learnability
Synthesizability examples (Cont’d)
As another example of the benefit of immediate over eventual honesty, let us examinea typical global search and replace function in a word processor. Imagine you havenoticed in the past a tendency to repeat words in a document (e.g., you type ‘the the’without noticing the error). In an attempt to automate your proofreading, you decideto replace globally all occurrences of ‘the the’ with ‘the’. The typical global searchand replace function performs this substitution without revealing the changes made toyou. Suddenly, a careless typing error is transformed into unacceptable grammar asthe sentence
‘We will prove the theorem holds as a corollary of the following lemma.’
is transformed to
‘We will prove theorem holds as a corollary of the following lemma.’
![Page 132: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/132.jpg)
Design Rules
Principles to support usability
Learnability
Familiarity
I Definition:
the extent to which a user’s knowledge andexperience in other real-world or computer-based domains canbe applied when interacting with a new system
I Related principles: guessability, affordanceI Guessability: how the system is first perceived and whether the
user can determine how to initiate any interactionI Affordances: intrinsic properties of any visual object that
suggest to us how they can be manipulated (the appearance ofthe object stimulates a familiarity with its behavior)
![Page 133: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/133.jpg)
Design Rules
Principles to support usability
Learnability
Familiarity
I Definition: the extent to which a user’s knowledge andexperience in other real-world or computer-based domains canbe applied when interacting with a new system
I Related principles: guessability, affordanceI Guessability: how the system is first perceived and whether the
user can determine how to initiate any interactionI Affordances: intrinsic properties of any visual object that
suggest to us how they can be manipulated (the appearance ofthe object stimulates a familiarity with its behavior)
![Page 134: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/134.jpg)
Design Rules
Principles to support usability
Learnability
Familiarity
I Definition: the extent to which a user’s knowledge andexperience in other real-world or computer-based domains canbe applied when interacting with a new system
I Related principles: guessability, affordance
I Guessability: how the system is first perceived and whether theuser can determine how to initiate any interaction
I Affordances: intrinsic properties of any visual object thatsuggest to us how they can be manipulated (the appearance ofthe object stimulates a familiarity with its behavior)
![Page 135: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/135.jpg)
Design Rules
Principles to support usability
Learnability
Familiarity
I Definition: the extent to which a user’s knowledge andexperience in other real-world or computer-based domains canbe applied when interacting with a new system
I Related principles: guessability, affordanceI Guessability: how the system is first perceived and whether the
user can determine how to initiate any interaction
I Affordances: intrinsic properties of any visual object thatsuggest to us how they can be manipulated (the appearance ofthe object stimulates a familiarity with its behavior)
![Page 136: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/136.jpg)
Design Rules
Principles to support usability
Learnability
Familiarity
I Definition: the extent to which a user’s knowledge andexperience in other real-world or computer-based domains canbe applied when interacting with a new system
I Related principles: guessability, affordanceI Guessability: how the system is first perceived and whether the
user can determine how to initiate any interactionI Affordances: intrinsic properties of any visual object that
suggest to us how they can be manipulated (the appearance ofthe object stimulates a familiarity with its behavior)
![Page 137: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/137.jpg)
Design Rules
Principles to support usability
Learnability
Familiarity
I Definition: the extent to which a user’s knowledge andexperience in other real-world or computer-based domains canbe applied when interacting with a new system
I Related principles: guessability, affordanceI Guessability: how the system is first perceived and whether the
user can determine how to initiate any interactionI Affordances: intrinsic properties of any visual object that
suggest to us how they can be manipulated (the appearance ofthe object stimulates a familiarity with its behavior)
![Page 138: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/138.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced
the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 139: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/139.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter
was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 140: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/140.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those
who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 141: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/141.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter.
Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 142: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/142.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system.
In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 143: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/143.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case,
we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 144: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/144.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived
and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 145: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/145.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction.
An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 146: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/146.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor,
such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 147: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/147.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above,
is
precisely captured by familiarity.
![Page 148: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/148.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 149: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/149.jpg)
Design Rules
Principles to support usability
Learnability
Guessability example
When word processors were originally introduced the analogy between the word
processor and a typewriter was intended to make the new technology more
immediately accessible to those who had little experience with the former but a lot of
experience with the latter. Familiarity has to do with a user’s first impression of the
system. In this case, we are interested in how the system is first perceived and
whether the user can determine how to initiate any interaction. An advantage of a
metaphor, such as the typewriter metaphor for word processing described above, is
precisely captured by familiarity.
![Page 150: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/150.jpg)
Design Rules
Principles to support usability
Learnability
Affordances example
The shape of a door handle can suggest
how it should be manipulated to open a door,
and a key on a keyboard suggests to us that it can be pushed. In the design of a
graphical user interface, it is implied that a soft button used in a form’s interface
suggests it should be pushed (though it does not suggest how it is to be pushed via
the mouse). Effective use of the affordances that exist for interface objects can
enhance the familiarity of the interactive system.
![Page 151: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/151.jpg)
Design Rules
Principles to support usability
Learnability
Affordances example
The shape of a door handle can suggest how it should be manipulated to open a door,
and a key on a keyboard suggests to us that it can be pushed. In the design of a
graphical user interface, it is implied that a soft button used in a form’s interface
suggests it should be pushed (though it does not suggest how it is to be pushed via
the mouse). Effective use of the affordances that exist for interface objects can
enhance the familiarity of the interactive system.
![Page 152: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/152.jpg)
Design Rules
Principles to support usability
Learnability
Affordances example
The shape of a door handle can suggest how it should be manipulated to open a door,
and a key on a keyboard suggests to us that it can be pushed.
In the design of a
graphical user interface, it is implied that a soft button used in a form’s interface
suggests it should be pushed (though it does not suggest how it is to be pushed via
the mouse). Effective use of the affordances that exist for interface objects can
enhance the familiarity of the interactive system.
![Page 153: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/153.jpg)
Design Rules
Principles to support usability
Learnability
Affordances example
The shape of a door handle can suggest how it should be manipulated to open a door,
and a key on a keyboard suggests to us that it can be pushed. In the design of a
graphical user interface, it is implied that a soft button used in a form’s interface
suggests it should be pushed (though it does not suggest how it is to be pushed via
the mouse). Effective use of the affordances that exist for interface objects can
enhance the familiarity of the interactive system.
![Page 154: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/154.jpg)
Design Rules
Principles to support usability
Learnability
Affordances example
The shape of a door handle can suggest how it should be manipulated to open a door,
and a key on a keyboard suggests to us that it can be pushed. In the design of a
graphical user interface, it is implied that a soft button used in a form’s interface
suggests it should be pushed (though it does not suggest how it is to be pushed via
the mouse).
Effective use of the affordances that exist for interface objects can
enhance the familiarity of the interactive system.
![Page 155: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/155.jpg)
Design Rules
Principles to support usability
Learnability
Affordances example
The shape of a door handle can suggest how it should be manipulated to open a door,
and a key on a keyboard suggests to us that it can be pushed. In the design of a
graphical user interface, it is implied that a soft button used in a form’s interface
suggests it should be pushed (though it does not suggest how it is to be pushed via
the mouse). Effective use of the affordances that exist for interface objects can
enhance the familiarity of the interactive system.
![Page 156: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/156.jpg)
Design Rules
Principles to support usability
Learnability
Affordances example
The shape of a door handle can suggest how it should be manipulated to open a door,
and a key on a keyboard suggests to us that it can be pushed. In the design of a
graphical user interface, it is implied that a soft button used in a form’s interface
suggests it should be pushed (though it does not suggest how it is to be pushed via
the mouse). Effective use of the affordances that exist for interface objects can
enhance the familiarity of the interactive system.
![Page 157: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/157.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition:
support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 158: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/158.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 159: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/159.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 160: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/160.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 161: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/161.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g.,
in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 162: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/162.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse,
we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 163: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/163.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle.
A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 164: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/164.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications
can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 165: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/165.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems
thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 166: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/166.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 167: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/167.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 168: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/168.jpg)
Design Rules
Principles to support usability
Learnability
Generalizability
I Definition: support for the user to extend knowledge ofspecific interaction within and across applications to othersimilar situations
I Applied to situations in which the user wants to applyknowledge that helps achieve one particular goal to anothersituation where the goal is in some way similar
I Occur within a single application or across a variety ofapplications
I E.g., in a graphical drawing package that draws a circle as aconstrained form of ellipse, we would want the user togeneralize that a square can be drawn as a constrainedrectangle. A good example of generalizability across a varietyof applications can be seen in multi-windowing systems thatattempt to provide cut/paste/copy operations to allapplications in the same way.
I Generalizability within an application can be maximized byany conscientious designer
![Page 169: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/169.jpg)
Design Rules
Principles to support usability
Learnability
Consistency
I Definition:
likeness in input/output behavior arising fromsimilar situations or similar task objectives
I Probably the most widely mentioned principle in UI design
I Consistency must be applied relative to something, e.g., incommand naming, or consistency in command/argumentinvocation
I Many other principles can be ‘reduced’ to qualified instancesof consistency
I Familiarity as consistency with respect to past real-worldexperience
I Generalizability as consistency with respect to experience withthe same system or set of applications on the same platform
![Page 170: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/170.jpg)
Design Rules
Principles to support usability
Learnability
Consistency
I Definition: likeness in input/output behavior arising fromsimilar situations or similar task objectives
I Probably the most widely mentioned principle in UI design
I Consistency must be applied relative to something, e.g., incommand naming, or consistency in command/argumentinvocation
I Many other principles can be ‘reduced’ to qualified instancesof consistency
I Familiarity as consistency with respect to past real-worldexperience
I Generalizability as consistency with respect to experience withthe same system or set of applications on the same platform
![Page 171: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/171.jpg)
Design Rules
Principles to support usability
Learnability
Consistency
I Definition: likeness in input/output behavior arising fromsimilar situations or similar task objectives
I Probably the most widely mentioned principle in UI design
I Consistency must be applied relative to something, e.g., incommand naming, or consistency in command/argumentinvocation
I Many other principles can be ‘reduced’ to qualified instancesof consistency
I Familiarity as consistency with respect to past real-worldexperience
I Generalizability as consistency with respect to experience withthe same system or set of applications on the same platform
![Page 172: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/172.jpg)
Design Rules
Principles to support usability
Learnability
Consistency
I Definition: likeness in input/output behavior arising fromsimilar situations or similar task objectives
I Probably the most widely mentioned principle in UI design
I Consistency must be applied relative to something, e.g., incommand naming, or consistency in command/argumentinvocation
I Many other principles can be ‘reduced’ to qualified instancesof consistency
I Familiarity as consistency with respect to past real-worldexperience
I Generalizability as consistency with respect to experience withthe same system or set of applications on the same platform
![Page 173: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/173.jpg)
Design Rules
Principles to support usability
Learnability
Consistency
I Definition: likeness in input/output behavior arising fromsimilar situations or similar task objectives
I Probably the most widely mentioned principle in UI design
I Consistency must be applied relative to something, e.g., incommand naming, or consistency in command/argumentinvocation
I Many other principles can be ‘reduced’ to qualified instancesof consistency
I Familiarity as consistency with respect to past real-worldexperience
I Generalizability as consistency with respect to experience withthe same system or set of applications on the same platform
![Page 174: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/174.jpg)
Design Rules
Principles to support usability
Learnability
Consistency
I Definition: likeness in input/output behavior arising fromsimilar situations or similar task objectives
I Probably the most widely mentioned principle in UI design
I Consistency must be applied relative to something, e.g., incommand naming, or consistency in command/argumentinvocation
I Many other principles can be ‘reduced’ to qualified instancesof consistency
I Familiarity as consistency with respect to past real-worldexperience
I Generalizability as consistency with respect to experience withthe same system or set of applications on the same platform
![Page 175: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/175.jpg)
Design Rules
Principles to support usability
Learnability
Consistency
I Definition: likeness in input/output behavior arising fromsimilar situations or similar task objectives
I Probably the most widely mentioned principle in UI design
I Consistency must be applied relative to something, e.g., incommand naming, or consistency in command/argumentinvocation
I Many other principles can be ‘reduced’ to qualified instancesof consistency
I Familiarity as consistency with respect to past real-worldexperience
I Generalizability as consistency with respect to experience withthe same system or set of applications on the same platform
![Page 176: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/176.jpg)
Design Rules
Principles to support usability
Learnability
Consistency
I Definition: likeness in input/output behavior arising fromsimilar situations or similar task objectives
I Probably the most widely mentioned principle in UI design
I Consistency must be applied relative to something, e.g., incommand naming, or consistency in command/argumentinvocation
I Many other principles can be ‘reduced’ to qualified instancesof consistency
I Familiarity as consistency with respect to past real-worldexperience
I Generalizability as consistency with respect to experience withthe same system or set of applications on the same platform
![Page 177: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/177.jpg)
Design Rules
Principles to support usability
Flexibility
FlexibilityFlexibility refers to the multiplicity of ways in which the end-userand the system exchange information.
![Page 178: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/178.jpg)
Design Rules
Principles to support usability
Flexibility
FlexibilityFlexibility refers to the multiplicity of ways in which the end-userand the system exchange information.
![Page 179: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/179.jpg)
Design Rules
Principles to support usability
Flexibility
FlexibilityFlexibility refers to the multiplicity of ways in which the end-userand the system exchange information.
![Page 180: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/180.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 181: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/181.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types:
system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 182: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/182.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptive
I System pre-emptive: the system initiates all dialog, the usersimply responds to requests for information
I User pre-emptive: the user may be entirely free to initiate anyaction towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 183: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/183.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive:
the system initiates all dialog, the usersimply responds to requests for information
I User pre-emptive: the user may be entirely free to initiate anyaction towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 184: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/184.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for information
I User pre-emptive: the user may be entirely free to initiate anyaction towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 185: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/185.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive:
the user may be entirely free to initiate anyaction towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 186: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/186.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 187: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/187.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 188: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/188.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 189: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/189.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g.,
in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 190: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/190.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor
it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 191: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/191.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text
that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 192: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/192.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.
For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 193: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/193.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons,
it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 194: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/194.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 195: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/195.jpg)
Design Rules
Principles to support usability
Flexibility
Dialog initiative
I When considering the interaction between user and system asa dialog between partners, it is important to consider whichpartner has the initiative in the conversation.
I Two types: system pre-emptive or user pre-emptiveI System pre-emptive: the system initiates all dialog, the user
simply responds to requests for informationI User pre-emptive: the user may be entirely free to initiate any
action towards the system
I In general, we want to maximize the user’s ability to pre-emptthe system and minimize the system’s ability to pre-empt theuser
I Although a system pre-emptive dialog is not desirable ingeneral, some situations may require it
I e.g., in a cooperative editor it would be impolite for you toerase a paragraph of text that your partner is currently editing.For safety reasons, it may be necessary to prohibit the userfrom the ‘freedom’ to do potentially serious damage
![Page 196: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/196.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a time
I Concurrent multi-threading allows simultaneouscommunication of information pertaining to separate tasks
I Interleaved multi-threading permits a temporal overlapbetween separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 197: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/197.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasks
I Interleaved multi-threading permits a temporal overlapbetween separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 198: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/198.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 199: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/199.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threading
I Separate modalities (or channels of communication) arecombined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 200: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/200.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression,
e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 201: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/201.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 202: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/202.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,
e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 203: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/203.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 204: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/204.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,
e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 205: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/205.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 206: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/206.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading,
e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 207: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/207.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 208: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/208.jpg)
Design Rules
Principles to support usability
Flexibility
Multi-threadingI Ability of the system to support user interaction pertaining to
more than one task at a timeI Concurrent multi-threading allows simultaneous
communication of information pertaining to separate tasksI Interleaved multi-threading permits a temporal overlap
between separate tasks, but stipulates that at any giveninstant the dialog is restricted to a single task
I Multi-modality of a dialog is related to multi-threadingI Separate modalities (or channels of communication) are
combined to form a single input or output expression, e.g., toopen a window the user can choose between a double click onan icon, a keyboard shortcut, etc.
I A single expression can be formed by a mixing of channels,e.g., error warnings which usually contain a textual messageaccompanied by an audible beep
I A windowing system naturally supports a multi-threadeddialog interleaved amongst a number of overlapping tasks,e.g., text editing in one window, file management in another,a telephone directory in another and electronic mail in yetanother
I A multi-modal dialog can allow for concurrentmulti-threading, e.g., you are editing a program when a beepindicates that a new electronic mail message has arrived
![Page 209: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/209.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 210: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/210.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 211: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/211.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example.
Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 212: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/212.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary,
you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 213: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/213.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spelling
by reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 214: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/214.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper
and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 215: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/215.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them.
This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 216: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/216.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation,
as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 217: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/217.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings.
It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 218: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/218.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable,
however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 219: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/219.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,
as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 220: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/220.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly,
nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 221: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/221.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words.
In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 222: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/222.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user.
The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 223: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/223.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 224: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/224.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident,
e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 225: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/225.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft,
there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 226: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/226.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed
that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 227: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/227.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all.
Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 228: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/228.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.
However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 229: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/229.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency,
it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 230: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/230.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 231: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/231.jpg)
Design Rules
Principles to support usability
Flexibility
Task migratabilityI The ability to pass control for the execution of a given task so
that it becomes either internalized by the user or the systemor shared between them
I A task that is internal to one can become internal to the otheror shared between the two partners
I E.g., Take spell-checking a paper as an example. Equippedwith a dictionary, you are perfectly able to check your spellingby reading through the entire paper and correcting mistakesas you spot them. This mundane task is perfectly suited toautomation, as the computer can check words against its ownlist of acceptable spellings. It is not desirable, however, toleave this task completely to the discretion of the computer,as most computerized dictionaries do not handle proper namescorrectly, nor can they distinguish between correct andunintentional duplications of words. In those cases, the task ishanded over to the user. The spell-check is best performed insuch a cooperative way.
I In safety-critical applications, task migratability can decreasethe likelihood of an accident, e.g., on the flight deck of anaircraft, there are so many control tasks that must beperformed that a pilot would be overwhelmed if he had toperform them all. Therefore, mundane control of the aircraft’sposition within its flight envelope is greatly automated.However, in the event of an emergency, it must be possible totransfer flying controls easily and seamlessly from the systemto the pilot.
![Page 232: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/232.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each other
I e.g, considering the form of an input expression to determinethe margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 233: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/233.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 234: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/234.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 235: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/235.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 236: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/236.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering,
e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 237: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/237.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object
can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 238: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/238.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important
or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 239: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/239.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends;
even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 240: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/240.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 241: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/241.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 242: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/242.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is output
I output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 243: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/243.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as input
I e.g., in spreadsheet programs, the user fills in some cells andthe system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 244: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/244.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g.,
in spreadsheet programs, the user fills in some cells andthe system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 245: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/245.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs,
the user fills in some cells andthe system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 246: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/246.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells
andthe system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 247: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/247.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells.
Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 248: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/248.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells,
the system would compute the values for the firstones
![Page 249: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/249.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 250: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/250.jpg)
Design Rules
Principles to support usability
Flexibility
SubstitutivityI Allowing equivalent values of input and output to be
arbitrarily substituted for each otherI e.g, considering the form of an input expression to determine
the margin for a letter, you may want to enter the value ineither inches or centimeters
I Input substitutivity contributes towards flexibility by allowingthe user to choose whichever form best suits the needs of themoment
I Substitutivity also relates to output, or the system’s renderingof state information
I Representation multiplicity illustrates flexibility for staterendering, e.g., the temperature of a physical object can bepresented as a digital thermometer if the actual numericalvalue is important or as a graph if it is only important tonotice trends; even be desirable to make these representationssimultaneously
I Equal opportunity blurs the distinction between input andoutput at the interface
I user has the choice of what is input and what is outputI output can be reused as inputI e.g., in spreadsheet programs, the user fills in some cells and
the system automatically determines the values attributed tosome other cells. Conversely, if the user enters values for thoseother cells, the system would compute the values for the firstones
![Page 251: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/251.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the system
I Two types of modifications:I user-initiated modifications: adaptabilityI system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 252: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/252.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the systemI Two types of modifications:
I user-initiated modifications: adaptability
I system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 253: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/253.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the systemI Two types of modifications:
I user-initiated modifications: adaptabilityI system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 254: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/254.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the systemI Two types of modifications:
I user-initiated modifications: adaptabilityI system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 255: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/255.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the systemI Two types of modifications:
I user-initiated modifications: adaptabilityI system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 256: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/256.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the systemI Two types of modifications:
I user-initiated modifications: adaptabilityI system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 257: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/257.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the systemI Two types of modifications:
I user-initiated modifications: adaptabilityI system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 258: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/258.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the systemI Two types of modifications:
I user-initiated modifications: adaptabilityI system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 259: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/259.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the systemI Two types of modifications:
I user-initiated modifications: adaptabilityI system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 260: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/260.jpg)
Design Rules
Principles to support usability
Flexibility
CustomizabilityI Modifiability of the user interface by the user or the systemI Two types of modifications:
I user-initiated modifications: adaptabilityI system-initiated modification: adaptivity
I Adaptability refers to the user’s ability to adjust the form ofinput and output
I customization could be very limited, with the user only allowedto adjust the position of soft buttons on the screen or redefinecommand names
I user’s power can be increased by allowing the definition ofmacros to speed up the articulation or with programminglanguage capabilities
I Adaptivity is automatic customization of the user interface bythe system
I decisions for adaptation can be based on user expertise orobserved repetition of certain task sequences
I The distinction between adaptivity and adaptability is that theuser plays an explicit role in adaptability, whereas his role inan adaptive interface is more implicit
![Page 261: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/261.jpg)
Design Rules
Principles to support usability
Robustness
RobustnessA user is engaged with a computer in order to achieve some set ofgoals. The robustness of that interaction covers features thatsupport the successful achievement and assessment of the goals.
![Page 262: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/262.jpg)
Design Rules
Principles to support usability
Robustness
RobustnessA user is engaged with a computer in order to achieve some set ofgoals. The robustness of that interaction covers features thatsupport the successful achievement and assessment of the goals.
![Page 263: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/263.jpg)
Design Rules
Principles to support usability
Robustness
RobustnessA user is engaged with a computer in order to achieve some set ofgoals. The robustness of that interaction covers features thatsupport the successful achievement and assessment of the goals.
![Page 264: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/264.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representation
I Observability can be discussed through five other principles:browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 265: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/265.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 266: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/266.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 267: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/267.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 268: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/268.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recall
I e.g., a suggested response to a question can be recognized ascorrect instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 269: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/269.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled
item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 270: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/270.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 271: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/271.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanism
I Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 272: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/272.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 273: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/273.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 274: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/274.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 275: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/275.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 276: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/276.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 277: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/277.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 278: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/278.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 279: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/279.jpg)
Design Rules
Principles to support usability
Robustness
ObservabilityI Ability of the user to evaluate the internal state of the system
from its perceivable representationI Observability can be discussed through five other principles:
browsability, defaults, reachability, persistence and operationvisibility
I Browsability allows the user to explore the current internalstate of the system via the limited view provided at theinterface
I The availability of defaults can assist the user by passive recallI e.g., a suggested response to a question can be recognized as
correct instead of recalled item reducing the number ofphysical actions
I a kind of error prevention mechanismI Static and dynamic defaults
I Reachability refers to the possibility of navigation through theobservable system states
I whether the user can navigate from any given state to anyother state
I affecting the recoverability of the system
I Persistence deals with the duration of the effect of acommunication act and the ability of the user to make use ofthat effect
I The effect of vocal communication does not persist except inthe memory of the receiver
I Visual communication can remain as an object which the usercan subsequently manipulate long after the act of presentation
![Page 280: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/280.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognized
I Two recovery directions: forward or backwardI Forward error recovery involves the acceptance of the current
state and negotiation from that state towards the desired stateI Backward error recovery is an attempt to undo the effects of
previous interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 281: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/281.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 282: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/282.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 283: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/283.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 284: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/284.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the user
I When performed by the system, recoverability is connected tothe notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 285: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/285.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 286: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/286.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 287: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/287.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 288: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/288.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 289: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/289.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doable
I e.g., if it is difficult to recover files which have been deleted inan operating system, then it should be difficult to remove them
![Page 290: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/290.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 291: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/291.jpg)
Design Rules
Principles to support usability
Robustness
RecoverabilityI Ability of the user to take corrective action once an error has
been recognizedI Two recovery directions: forward or backward
I Forward error recovery involves the acceptance of the currentstate and negotiation from that state towards the desired state
I Backward error recovery is an attempt to undo the effects ofprevious interaction in order to return to a prior state beforeproceeding
I Recovery can be initiated by the system or by the userI When performed by the system, recoverability is connected to
the notions of fault tolerance, safety, reliability anddependability
I When initiated by the user, it is important that it determinesthe intent of the user’s recovery actions; that is, whether hedesires forward (negotiation) or backward (using undo/redoactions) corrective action
I Linked to reachability because we want to avoid blocking theuser from getting to a desired state from some otherundesired state
I Commensurate effort states that if it is difficult to undo agiven effect on the state, then it should have been difficult todo in the first place
I easily undone actions should be easily doableI e.g., if it is difficult to recover files which have been deleted in
an operating system, then it should be difficult to remove them
![Page 292: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/292.jpg)
Design Rules
Principles to support usability
Robustness
Responsiveness
I How the user perceives the rate of communication with thesystem
I Response time is generally defined as the duration of timeneeded by the system to express state changes to the user
I In general, short durations and instantaneous response timesare desirable
I Instantaneous means that the user perceives system reactionsas immediate
I Response time stability covers the invariance of the durationfor identical or similar computational resources
![Page 293: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/293.jpg)
Design Rules
Principles to support usability
Robustness
Responsiveness
I How the user perceives the rate of communication with thesystem
I Response time is generally defined as the duration of timeneeded by the system to express state changes to the user
I In general, short durations and instantaneous response timesare desirable
I Instantaneous means that the user perceives system reactionsas immediate
I Response time stability covers the invariance of the durationfor identical or similar computational resources
![Page 294: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/294.jpg)
Design Rules
Principles to support usability
Robustness
Responsiveness
I How the user perceives the rate of communication with thesystem
I Response time is generally defined as the duration of timeneeded by the system to express state changes to the user
I In general, short durations and instantaneous response timesare desirable
I Instantaneous means that the user perceives system reactionsas immediate
I Response time stability covers the invariance of the durationfor identical or similar computational resources
![Page 295: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/295.jpg)
Design Rules
Principles to support usability
Robustness
Responsiveness
I How the user perceives the rate of communication with thesystem
I Response time is generally defined as the duration of timeneeded by the system to express state changes to the user
I In general, short durations and instantaneous response timesare desirable
I Instantaneous means that the user perceives system reactionsas immediate
I Response time stability covers the invariance of the durationfor identical or similar computational resources
![Page 296: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/296.jpg)
Design Rules
Principles to support usability
Robustness
Responsiveness
I How the user perceives the rate of communication with thesystem
I Response time is generally defined as the duration of timeneeded by the system to express state changes to the user
I In general, short durations and instantaneous response timesare desirable
I Instantaneous means that the user perceives system reactionsas immediate
I Response time stability covers the invariance of the durationfor identical or similar computational resources
![Page 297: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/297.jpg)
Design Rules
Principles to support usability
Robustness
Responsiveness
I How the user perceives the rate of communication with thesystem
I Response time is generally defined as the duration of timeneeded by the system to express state changes to the user
I In general, short durations and instantaneous response timesare desirable
I Instantaneous means that the user perceives system reactionsas immediate
I Response time stability covers the invariance of the durationfor identical or similar computational resources
![Page 298: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/298.jpg)
Design Rules
Principles to support usability
Robustness
Task conformance
I The degree to which the system services support all of thetasks the user wishes to perform and in the way that the userunderstands them
I Task completeness addresses the coverage issue
I Task adequacy addresses the user’s understanding of the tasks
![Page 299: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/299.jpg)
Design Rules
Principles to support usability
Robustness
Task conformance
I The degree to which the system services support all of thetasks the user wishes to perform and in the way that the userunderstands them
I Task completeness addresses the coverage issue
I Task adequacy addresses the user’s understanding of the tasks
![Page 300: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/300.jpg)
Design Rules
Principles to support usability
Robustness
Task conformance
I The degree to which the system services support all of thetasks the user wishes to perform and in the way that the userunderstands them
I Task completeness addresses the coverage issue
I Task adequacy addresses the user’s understanding of the tasks
![Page 301: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/301.jpg)
Design Rules
Principles to support usability
Robustness
Task conformance
I The degree to which the system services support all of thetasks the user wishes to perform and in the way that the userunderstands them
I Task completeness addresses the coverage issue
I Task adequacy addresses the user’s understanding of the tasks
![Page 302: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/302.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 303: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/303.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 304: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/304.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 305: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/305.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theory
I Standards for hardware are based on an understanding ofphysiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 306: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/306.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 307: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/307.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 308: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/308.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 309: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/309.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I Change
I Hardware is more difficult and expensive to change thansoftware
I Requirements changes for hardware do not occur as frequentlyas for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 310: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/310.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
software
I Requirements changes for hardware do not occur as frequentlyas for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 311: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/311.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 312: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/312.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 313: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/313.jpg)
Design Rules
Standards
StandardsI Standards for interactive system design are usually set by
national or international bodies to ensure compliance with aset of design rules by a large community
I Standards can apply specifically to either the hardware or thesoftware used to build the interactive system
I Different characteristics between hardware and software,which affect the utility of design standards applied to them:
I Underlying theoryI Standards for hardware are based on an understanding of
physiology or ergonomics/human factors, the results of whichare relatively well known, fixed and readily adaptable to designof the hardware
I Software standards are based on theories from psychology orcognitive science, which are less well formed, still evolving andnot very easy to interpret in the language of software design
I Standards for hardware can directly relate to a hardwarespecification and still reflect the underlying theory, whereassoftware standards would have to be more vaguely worded
I ChangeI Hardware is more difficult and expensive to change than
softwareI Requirements changes for hardware do not occur as frequently
as for software
I The strength of a standard lies in its ability to force largecommunities to abide
![Page 314: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/314.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability: the effectiveness, efficiency and satisfaction with
which specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 315: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/315.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is given
I Usability: the effectiveness, efficiency and satisfaction withwhich specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 316: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/316.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability:
the effectiveness, efficiency and satisfaction withwhich specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 317: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/317.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability: the effectiveness, efficiency and satisfaction with
which specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 318: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/318.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability: the effectiveness, efficiency and satisfaction with
which specified users achieve specified goals in particularenvironments
I Effectiveness:
the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 319: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/319.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability: the effectiveness, efficiency and satisfaction with
which specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 320: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/320.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability: the effectiveness, efficiency and satisfaction with
which specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency:
the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 321: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/321.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability: the effectiveness, efficiency and satisfaction with
which specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 322: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/322.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability: the effectiveness, efficiency and satisfaction with
which specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction:
the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 323: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/323.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability: the effectiveness, efficiency and satisfaction with
which specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 324: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/324.jpg)
Design Rules
Standards
ISO standard 9241
I ISO standard 9241, pertaining to usability specification,applies equally to both hardware and software design.
I The following definition of usability is givenI Usability: the effectiveness, efficiency and satisfaction with
which specified users achieve specified goals in particularenvironments
I Effectiveness: the accuracy and completeness with whichspecified users can achieve specified goals in particularenvironments
I Efficiency: the resources expended in relation to the accuracyand completeness of goals achieved
I Satisfaction: the comfort and acceptability of the work systemto its users and other people affected by its use
![Page 325: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/325.jpg)
Design Rules
Guidelines
GuidelinesI Majority of design rules for interactive systems are suggestive
and more general guidelines
I the incompleteness of theories underlying the design ofinteractive software makes it difficult to produce authoritativeand specific standards
I The more abstract the guideline, the more it resembles theprinciples; the more specific the guideline, the more suited it isto detailed design
I Several books and technical reports contain huge catalogs ofguidelines
I In moving from abstract guidelines to more specific andautomated ones, it is necessary to introduce assumptionsabout the computer platform on which the interactive systemis designed
I Guidelines are often referred to as style guides to reflect thatthey are not hard and fast rules, but suggested conventionsfor programming in an environment
![Page 326: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/326.jpg)
Design Rules
Guidelines
GuidelinesI Majority of design rules for interactive systems are suggestive
and more general guidelinesI the incompleteness of theories underlying the design of
interactive software makes it difficult to produce authoritativeand specific standards
I The more abstract the guideline, the more it resembles theprinciples; the more specific the guideline, the more suited it isto detailed design
I Several books and technical reports contain huge catalogs ofguidelines
I In moving from abstract guidelines to more specific andautomated ones, it is necessary to introduce assumptionsabout the computer platform on which the interactive systemis designed
I Guidelines are often referred to as style guides to reflect thatthey are not hard and fast rules, but suggested conventionsfor programming in an environment
![Page 327: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/327.jpg)
Design Rules
Guidelines
GuidelinesI Majority of design rules for interactive systems are suggestive
and more general guidelinesI the incompleteness of theories underlying the design of
interactive software makes it difficult to produce authoritativeand specific standards
I The more abstract the guideline, the more it resembles theprinciples;
the more specific the guideline, the more suited it isto detailed design
I Several books and technical reports contain huge catalogs ofguidelines
I In moving from abstract guidelines to more specific andautomated ones, it is necessary to introduce assumptionsabout the computer platform on which the interactive systemis designed
I Guidelines are often referred to as style guides to reflect thatthey are not hard and fast rules, but suggested conventionsfor programming in an environment
![Page 328: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/328.jpg)
Design Rules
Guidelines
GuidelinesI Majority of design rules for interactive systems are suggestive
and more general guidelinesI the incompleteness of theories underlying the design of
interactive software makes it difficult to produce authoritativeand specific standards
I The more abstract the guideline, the more it resembles theprinciples; the more specific the guideline, the more suited it isto detailed design
I Several books and technical reports contain huge catalogs ofguidelines
I In moving from abstract guidelines to more specific andautomated ones, it is necessary to introduce assumptionsabout the computer platform on which the interactive systemis designed
I Guidelines are often referred to as style guides to reflect thatthey are not hard and fast rules, but suggested conventionsfor programming in an environment
![Page 329: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/329.jpg)
Design Rules
Guidelines
GuidelinesI Majority of design rules for interactive systems are suggestive
and more general guidelinesI the incompleteness of theories underlying the design of
interactive software makes it difficult to produce authoritativeand specific standards
I The more abstract the guideline, the more it resembles theprinciples; the more specific the guideline, the more suited it isto detailed design
I Several books and technical reports contain huge catalogs ofguidelines
I In moving from abstract guidelines to more specific andautomated ones, it is necessary to introduce assumptionsabout the computer platform on which the interactive systemis designed
I Guidelines are often referred to as style guides to reflect thatthey are not hard and fast rules, but suggested conventionsfor programming in an environment
![Page 330: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/330.jpg)
Design Rules
Guidelines
GuidelinesI Majority of design rules for interactive systems are suggestive
and more general guidelinesI the incompleteness of theories underlying the design of
interactive software makes it difficult to produce authoritativeand specific standards
I The more abstract the guideline, the more it resembles theprinciples; the more specific the guideline, the more suited it isto detailed design
I Several books and technical reports contain huge catalogs ofguidelines
I In moving from abstract guidelines to more specific andautomated ones, it is necessary to introduce assumptionsabout the computer platform on which the interactive systemis designed
I Guidelines are often referred to as style guides to reflect thatthey are not hard and fast rules, but suggested conventionsfor programming in an environment
![Page 331: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/331.jpg)
Design Rules
Guidelines
GuidelinesI Majority of design rules for interactive systems are suggestive
and more general guidelinesI the incompleteness of theories underlying the design of
interactive software makes it difficult to produce authoritativeand specific standards
I The more abstract the guideline, the more it resembles theprinciples; the more specific the guideline, the more suited it isto detailed design
I Several books and technical reports contain huge catalogs ofguidelines
I In moving from abstract guidelines to more specific andautomated ones, it is necessary to introduce assumptionsabout the computer platform on which the interactive systemis designed
I Guidelines are often referred to as style guides to reflect thatthey are not hard and fast rules, but suggested conventionsfor programming in an environment
![Page 332: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/332.jpg)
Design Rules
Guidelines
GuidelinesI Majority of design rules for interactive systems are suggestive
and more general guidelinesI the incompleteness of theories underlying the design of
interactive software makes it difficult to produce authoritativeand specific standards
I The more abstract the guideline, the more it resembles theprinciples; the more specific the guideline, the more suited it isto detailed design
I Several books and technical reports contain huge catalogs ofguidelines
I In moving from abstract guidelines to more specific andautomated ones, it is necessary to introduce assumptionsabout the computer platform on which the interactive systemis designed
I Guidelines are often referred to as style guides to reflect thatthey are not hard and fast rules, but suggested conventionsfor programming in an environment
![Page 333: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/333.jpg)
Design Rules
Golden rules and heuristics
Golden rules and heuristics
I ‘Golden rules’ or heuristics offer a simpler way to design ascompared with principles, standards and guidelines
I ‘Broad-brush’ design rules may not be always be applicable toevery situation
I Provide a useful checklist or summary to good design
I Better design can be produced by following even these simplerules than using nothing
I Many sets of heuristicsI Nielsen’s ten heuristics (introduced later with evaluation
techniques)I Shneiderman’s eight golden rulesI Norman’s seven principles
![Page 334: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/334.jpg)
Design Rules
Golden rules and heuristics
Golden rules and heuristics
I ‘Golden rules’ or heuristics offer a simpler way to design ascompared with principles, standards and guidelines
I ‘Broad-brush’ design rules may not be always be applicable toevery situation
I Provide a useful checklist or summary to good design
I Better design can be produced by following even these simplerules than using nothing
I Many sets of heuristicsI Nielsen’s ten heuristics (introduced later with evaluation
techniques)I Shneiderman’s eight golden rulesI Norman’s seven principles
![Page 335: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/335.jpg)
Design Rules
Golden rules and heuristics
Golden rules and heuristics
I ‘Golden rules’ or heuristics offer a simpler way to design ascompared with principles, standards and guidelines
I ‘Broad-brush’ design rules may not be always be applicable toevery situation
I Provide a useful checklist or summary to good design
I Better design can be produced by following even these simplerules than using nothing
I Many sets of heuristicsI Nielsen’s ten heuristics (introduced later with evaluation
techniques)I Shneiderman’s eight golden rulesI Norman’s seven principles
![Page 336: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/336.jpg)
Design Rules
Golden rules and heuristics
Golden rules and heuristics
I ‘Golden rules’ or heuristics offer a simpler way to design ascompared with principles, standards and guidelines
I ‘Broad-brush’ design rules may not be always be applicable toevery situation
I Provide a useful checklist or summary to good design
I Better design can be produced by following even these simplerules than using nothing
I Many sets of heuristicsI Nielsen’s ten heuristics (introduced later with evaluation
techniques)I Shneiderman’s eight golden rulesI Norman’s seven principles
![Page 337: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/337.jpg)
Design Rules
Golden rules and heuristics
Golden rules and heuristics
I ‘Golden rules’ or heuristics offer a simpler way to design ascompared with principles, standards and guidelines
I ‘Broad-brush’ design rules may not be always be applicable toevery situation
I Provide a useful checklist or summary to good design
I Better design can be produced by following even these simplerules than using nothing
I Many sets of heuristics
I Nielsen’s ten heuristics (introduced later with evaluationtechniques)
I Shneiderman’s eight golden rulesI Norman’s seven principles
![Page 338: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/338.jpg)
Design Rules
Golden rules and heuristics
Golden rules and heuristics
I ‘Golden rules’ or heuristics offer a simpler way to design ascompared with principles, standards and guidelines
I ‘Broad-brush’ design rules may not be always be applicable toevery situation
I Provide a useful checklist or summary to good design
I Better design can be produced by following even these simplerules than using nothing
I Many sets of heuristicsI Nielsen’s ten heuristics (introduced later with evaluation
techniques)
I Shneiderman’s eight golden rulesI Norman’s seven principles
![Page 339: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/339.jpg)
Design Rules
Golden rules and heuristics
Golden rules and heuristics
I ‘Golden rules’ or heuristics offer a simpler way to design ascompared with principles, standards and guidelines
I ‘Broad-brush’ design rules may not be always be applicable toevery situation
I Provide a useful checklist or summary to good design
I Better design can be produced by following even these simplerules than using nothing
I Many sets of heuristicsI Nielsen’s ten heuristics (introduced later with evaluation
techniques)I Shneiderman’s eight golden rules
I Norman’s seven principles
![Page 340: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/340.jpg)
Design Rules
Golden rules and heuristics
Golden rules and heuristics
I ‘Golden rules’ or heuristics offer a simpler way to design ascompared with principles, standards and guidelines
I ‘Broad-brush’ design rules may not be always be applicable toevery situation
I Provide a useful checklist or summary to good design
I Better design can be produced by following even these simplerules than using nothing
I Many sets of heuristicsI Nielsen’s ten heuristics (introduced later with evaluation
techniques)I Shneiderman’s eight golden rulesI Norman’s seven principles
![Page 341: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/341.jpg)
Design Rules
Golden rules and heuristics
Golden rules and heuristics
I ‘Golden rules’ or heuristics offer a simpler way to design ascompared with principles, standards and guidelines
I ‘Broad-brush’ design rules may not be always be applicable toevery situation
I Provide a useful checklist or summary to good design
I Better design can be produced by following even these simplerules than using nothing
I Many sets of heuristicsI Nielsen’s ten heuristics (introduced later with evaluation
techniques)I Shneiderman’s eight golden rulesI Norman’s seven principles
![Page 342: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/342.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 343: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/343.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 344: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/344.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 345: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/345.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 346: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/346.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 347: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/347.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 348: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/348.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 349: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/349.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 350: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/350.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 351: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/351.jpg)
Design Rules
Golden rules and heuristics
Shneiderman’s eight golden rules
Shneiderman’s eight golden rulesShneiderman’s eight golden rules provide a summary of the keyprinciples of interface design. They can be used not only for designbut also for evaluation.
1. Strive for consistency in action sequences, layout, terminology,command use and so on.
2. Enable frequent users to use shortcuts, such as abbreviations,special key sequences and macros, to perform regular, familiaractions more quickly.
3. Offer informative feedback for every user action, at a levelappropriate to the magnitude of the action.
4. Design dialogs to yield closure so that the user knows whenthey have completed a task.
5. Offer error prevention and simple error handling so that,ideally, users are prevented from making mistakes and, if theydo, they are offered clear and informative instructions toenable them to recover.
6. Permit easy reversal of actions in order to relieve anxiety andencourage exploration, since the user knows that he canalways return to the previous state.
7. Support internal locus of control so that the user is in controlof the system, which responds to his actions.
8. Reduce short-term memory load by keeping displays simple,consolidating multiple page displays and providing time forlearning action sequences.
![Page 352: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/352.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 353: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/353.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 354: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/354.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 355: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/355.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 356: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/356.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.
I A number of ways to simplify the structure of tasksI provide mental aids to help user keep track of stages in a more
complex taskI use technology to provide user with more information about
the task and better feedbackI automate the task or part of it, as long as this does not
detract from user’s experienceI change the nature of the task so that it becomes something
more simple
I It is important not to take control away from the user
![Page 357: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/357.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 358: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/358.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 359: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/359.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 360: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/360.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 361: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/361.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 362: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/362.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 363: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/363.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles1. Use both knowledge in the world and knowledge in the head.
I People work better when the knowledge they need to do a taskis available externally - either explicitly or through theconstraints imposed by the environment.
I But experts also need to be able to internalize regular tasks toincrease their efficiency.
I So systems should provide the necessary knowledge within theenvironment and their operation should be transparent tosupport the user in building an appropriate mental model ofwhat is going on.
2. Simplify the structure of tasks.I A number of ways to simplify the structure of tasks
I provide mental aids to help user keep track of stages in a morecomplex task
I use technology to provide user with more information aboutthe task and better feedback
I automate the task or part of it, as long as this does notdetract from user’s experience
I change the nature of the task so that it becomes somethingmore simple
I It is important not to take control away from the user
![Page 364: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/364.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.
I The interface should make clear what the system can do andhow this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 365: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/365.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 366: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/366.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.
I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 367: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/367.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.
I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 368: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/368.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.
I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 369: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/369.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.
I Controls, sliders and dials should reflect the task - so a smallmovement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 370: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/370.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 371: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/371.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.
I Constraints are things in the world that make it impossible todo anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 372: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/372.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 373: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/373.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.
I Anticipate the errors the user could make and design recoveryinto the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 374: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/374.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 375: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/375.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.
I If there are no natural mappings then arbitrary mappingsshould be standardized so that users only have to learn themonce.
![Page 376: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/376.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 377: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/377.jpg)
Design Rules
Golden rules and heuristics
Norman’s seven principles
Norman’s seven principles (Cont’d)3. Make things visible: bridge the gulfs of execution and
evaluation.I The interface should make clear what the system can do and
how this is achieved, and should enable the user to see clearlythe effect of their actions on the system.
4. Get the mappings right.I User intentions should map clearly onto system controls.I User actions should map clearly onto system events.I It should be clear what does what and by how much.I Controls, sliders and dials should reflect the task - so a small
movement has a small effect and a large movement a largeeffect.
5. Exploit the power of constraints, both natural and artificial.I Constraints are things in the world that make it impossible to
do anything but the correct action in the correct way.
6. Design for error.I Anticipate the errors the user could make and design recovery
into the system.
7. When all else fails, standardize.I If there are no natural mappings then arbitrary mappings
should be standardized so that users only have to learn themonce.
![Page 378: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/378.jpg)
Design Rules
Golden rules and heuristics
Other design heuristics
Heuristics for interface design
I Coursera online course videos by Prof. Scott Klemmer aboutsome design heuristics for interface design:
I Design heuristics part 1
I Design heuristics part 2
![Page 379: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/379.jpg)
Design Rules
Golden rules and heuristics
Other design heuristics
Heuristics for interface design
I Coursera online course videos by Prof. Scott Klemmer aboutsome design heuristics for interface design:
I Design heuristics part 1
I Design heuristics part 2
![Page 380: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/380.jpg)
Design Rules
Golden rules and heuristics
Other design heuristics
Heuristics for interface design
I Coursera online course videos by Prof. Scott Klemmer aboutsome design heuristics for interface design:
I Design heuristics part 1
I Design heuristics part 2
![Page 381: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/381.jpg)
Design Rules
Golden rules and heuristics
Other design heuristics
Heuristics for interface design
I Coursera online course videos by Prof. Scott Klemmer aboutsome design heuristics for interface design:
I Design heuristics part 1
I Design heuristics part 2
![Page 382: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/382.jpg)
Design Rules
HCI patterns
HCI patterns
I One way for design is to learn from examples that have provento be successful in the past: to reuse the knowledge of whatmade a system successful
I Patterns: an approach to capturing and reusing thisknowledge of abstracting the essential details of successfuldesign so that these can be applied again and again in newsituations
I A pattern is an invariant solution to a recurrent problem withina specific context
I Patterns capture only the invariant properties of good design -the common elements that hold between all instances of thesolution
I The specific implementation of the pattern will depend on thecircumstance and the designer’s creativity
![Page 383: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/383.jpg)
Design Rules
HCI patterns
HCI patterns
I One way for design is to learn from examples that have provento be successful in the past: to reuse the knowledge of whatmade a system successful
I Patterns:
an approach to capturing and reusing thisknowledge of abstracting the essential details of successfuldesign so that these can be applied again and again in newsituations
I A pattern is an invariant solution to a recurrent problem withina specific context
I Patterns capture only the invariant properties of good design -the common elements that hold between all instances of thesolution
I The specific implementation of the pattern will depend on thecircumstance and the designer’s creativity
![Page 384: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/384.jpg)
Design Rules
HCI patterns
HCI patterns
I One way for design is to learn from examples that have provento be successful in the past: to reuse the knowledge of whatmade a system successful
I Patterns: an approach to capturing and reusing thisknowledge of abstracting the essential details of successfuldesign so that these can be applied again and again in newsituations
I A pattern is an invariant solution to a recurrent problem withina specific context
I Patterns capture only the invariant properties of good design -the common elements that hold between all instances of thesolution
I The specific implementation of the pattern will depend on thecircumstance and the designer’s creativity
![Page 385: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/385.jpg)
Design Rules
HCI patterns
HCI patterns
I One way for design is to learn from examples that have provento be successful in the past: to reuse the knowledge of whatmade a system successful
I Patterns: an approach to capturing and reusing thisknowledge of abstracting the essential details of successfuldesign so that these can be applied again and again in newsituations
I A pattern is an invariant solution to a recurrent problem withina specific context
I Patterns capture only the invariant properties of good design -the common elements that hold between all instances of thesolution
I The specific implementation of the pattern will depend on thecircumstance and the designer’s creativity
![Page 386: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/386.jpg)
Design Rules
HCI patterns
HCI patterns
I One way for design is to learn from examples that have provento be successful in the past: to reuse the knowledge of whatmade a system successful
I Patterns: an approach to capturing and reusing thisknowledge of abstracting the essential details of successfuldesign so that these can be applied again and again in newsituations
I A pattern is an invariant solution to a recurrent problem withina specific context
I Patterns capture only the invariant properties of good design
-the common elements that hold between all instances of thesolution
I The specific implementation of the pattern will depend on thecircumstance and the designer’s creativity
![Page 387: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/387.jpg)
Design Rules
HCI patterns
HCI patterns
I One way for design is to learn from examples that have provento be successful in the past: to reuse the knowledge of whatmade a system successful
I Patterns: an approach to capturing and reusing thisknowledge of abstracting the essential details of successfuldesign so that these can be applied again and again in newsituations
I A pattern is an invariant solution to a recurrent problem withina specific context
I Patterns capture only the invariant properties of good design -the common elements that hold between all instances of thesolution
I The specific implementation of the pattern will depend on thecircumstance and the designer’s creativity
![Page 388: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/388.jpg)
Design Rules
HCI patterns
HCI patterns
I One way for design is to learn from examples that have provento be successful in the past: to reuse the knowledge of whatmade a system successful
I Patterns: an approach to capturing and reusing thisknowledge of abstracting the essential details of successfuldesign so that these can be applied again and again in newsituations
I A pattern is an invariant solution to a recurrent problem withina specific context
I Patterns capture only the invariant properties of good design -the common elements that hold between all instances of thesolution
I The specific implementation of the pattern will depend on thecircumstance and the designer’s creativity
![Page 389: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/389.jpg)
Design Rules
HCI patterns
HCI patterns
I One way for design is to learn from examples that have provento be successful in the past: to reuse the knowledge of whatmade a system successful
I Patterns: an approach to capturing and reusing thisknowledge of abstracting the essential details of successfuldesign so that these can be applied again and again in newsituations
I A pattern is an invariant solution to a recurrent problem withina specific context
I Patterns capture only the invariant properties of good design -the common elements that hold between all instances of thesolution
I The specific implementation of the pattern will depend on thecircumstance and the designer’s creativity
![Page 390: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/390.jpg)
Design Rules
HCI patterns
Characteristics of patterns
I capture design practice not theory
I capture the essential common properties of good examples ofdesign
I represent design knowledge at varying levels: social,organizational, conceptual, detailed
I embody values and can express what is humane in interfacedesign
I are intuitive and readable and can therefore be used forcommunication between all stakeholders
I a pattern language should be generative and assist in thedevelopment of complete design
![Page 391: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/391.jpg)
Design Rules
HCI patterns
Characteristics of patterns
I capture design practice not theory
I capture the essential common properties of good examples ofdesign
I represent design knowledge at varying levels: social,organizational, conceptual, detailed
I embody values and can express what is humane in interfacedesign
I are intuitive and readable and can therefore be used forcommunication between all stakeholders
I a pattern language should be generative and assist in thedevelopment of complete design
![Page 392: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/392.jpg)
Design Rules
HCI patterns
Characteristics of patterns
I capture design practice not theory
I capture the essential common properties of good examples ofdesign
I represent design knowledge at varying levels: social,organizational, conceptual, detailed
I embody values and can express what is humane in interfacedesign
I are intuitive and readable and can therefore be used forcommunication between all stakeholders
I a pattern language should be generative and assist in thedevelopment of complete design
![Page 393: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/393.jpg)
Design Rules
HCI patterns
Characteristics of patterns
I capture design practice not theory
I capture the essential common properties of good examples ofdesign
I represent design knowledge at varying levels: social,organizational, conceptual, detailed
I embody values and can express what is humane in interfacedesign
I are intuitive and readable and can therefore be used forcommunication between all stakeholders
I a pattern language should be generative and assist in thedevelopment of complete design
![Page 394: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/394.jpg)
Design Rules
HCI patterns
Characteristics of patterns
I capture design practice not theory
I capture the essential common properties of good examples ofdesign
I represent design knowledge at varying levels: social,organizational, conceptual, detailed
I embody values and can express what is humane in interfacedesign
I are intuitive and readable and can therefore be used forcommunication between all stakeholders
I a pattern language should be generative and assist in thedevelopment of complete design
![Page 395: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/395.jpg)
Design Rules
HCI patterns
Characteristics of patterns
I capture design practice not theory
I capture the essential common properties of good examples ofdesign
I represent design knowledge at varying levels: social,organizational, conceptual, detailed
I embody values and can express what is humane in interfacedesign
I are intuitive and readable and can therefore be used forcommunication between all stakeholders
I a pattern language should be generative and assist in thedevelopment of complete design
![Page 396: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/396.jpg)
Design Rules
HCI patterns
Characteristics of patterns
I capture design practice not theory
I capture the essential common properties of good examples ofdesign
I represent design knowledge at varying levels: social,organizational, conceptual, detailed
I embody values and can express what is humane in interfacedesign
I are intuitive and readable and can therefore be used forcommunication between all stakeholders
I a pattern language should be generative and assist in thedevelopment of complete design
![Page 397: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/397.jpg)
Design Rules
Summary
SummaryI Design rules can be used to provide direction for the design
process
I Abstract principles, standards and guidelines, golden rules andheuristics, and patterns
I The most abstract design rules are principles, which representgeneric knowledge about good design practice
I Standards and guidelines are more specificI Standards have the highest authority, being set by national or
international bodies to ensure compliance by a largecommunity
I Guidelines are less authoritative but offer specific contextualadvice, which can inform detailed design
I Heuristics and ‘golden rules’ are succinct collections of designprinciples and advice that are easily assimilated by anydesigner
I Patterns capture design practice and attempt to provide agenerative structure to support design process
![Page 398: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/398.jpg)
Design Rules
Summary
SummaryI Design rules can be used to provide direction for the design
processI Abstract principles, standards and guidelines, golden rules and
heuristics, and patterns
I The most abstract design rules are principles, which representgeneric knowledge about good design practice
I Standards and guidelines are more specificI Standards have the highest authority, being set by national or
international bodies to ensure compliance by a largecommunity
I Guidelines are less authoritative but offer specific contextualadvice, which can inform detailed design
I Heuristics and ‘golden rules’ are succinct collections of designprinciples and advice that are easily assimilated by anydesigner
I Patterns capture design practice and attempt to provide agenerative structure to support design process
![Page 399: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/399.jpg)
Design Rules
Summary
SummaryI Design rules can be used to provide direction for the design
processI Abstract principles, standards and guidelines, golden rules and
heuristics, and patternsI The most abstract design rules are principles, which represent
generic knowledge about good design practice
I Standards and guidelines are more specificI Standards have the highest authority, being set by national or
international bodies to ensure compliance by a largecommunity
I Guidelines are less authoritative but offer specific contextualadvice, which can inform detailed design
I Heuristics and ‘golden rules’ are succinct collections of designprinciples and advice that are easily assimilated by anydesigner
I Patterns capture design practice and attempt to provide agenerative structure to support design process
![Page 400: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/400.jpg)
Design Rules
Summary
SummaryI Design rules can be used to provide direction for the design
processI Abstract principles, standards and guidelines, golden rules and
heuristics, and patternsI The most abstract design rules are principles, which represent
generic knowledge about good design practiceI Standards and guidelines are more specific
I Standards have the highest authority, being set by national orinternational bodies to ensure compliance by a largecommunity
I Guidelines are less authoritative but offer specific contextualadvice, which can inform detailed design
I Heuristics and ‘golden rules’ are succinct collections of designprinciples and advice that are easily assimilated by anydesigner
I Patterns capture design practice and attempt to provide agenerative structure to support design process
![Page 401: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/401.jpg)
Design Rules
Summary
SummaryI Design rules can be used to provide direction for the design
processI Abstract principles, standards and guidelines, golden rules and
heuristics, and patternsI The most abstract design rules are principles, which represent
generic knowledge about good design practiceI Standards and guidelines are more specific
I Standards have the highest authority, being set by national orinternational bodies to ensure compliance by a largecommunity
I Guidelines are less authoritative but offer specific contextualadvice, which can inform detailed design
I Heuristics and ‘golden rules’ are succinct collections of designprinciples and advice that are easily assimilated by anydesigner
I Patterns capture design practice and attempt to provide agenerative structure to support design process
![Page 402: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/402.jpg)
Design Rules
Summary
SummaryI Design rules can be used to provide direction for the design
processI Abstract principles, standards and guidelines, golden rules and
heuristics, and patternsI The most abstract design rules are principles, which represent
generic knowledge about good design practiceI Standards and guidelines are more specific
I Standards have the highest authority, being set by national orinternational bodies to ensure compliance by a largecommunity
I Guidelines are less authoritative but offer specific contextualadvice, which can inform detailed design
I Heuristics and ‘golden rules’ are succinct collections of designprinciples and advice that are easily assimilated by anydesigner
I Patterns capture design practice and attempt to provide agenerative structure to support design process
![Page 403: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/403.jpg)
Design Rules
Summary
SummaryI Design rules can be used to provide direction for the design
processI Abstract principles, standards and guidelines, golden rules and
heuristics, and patternsI The most abstract design rules are principles, which represent
generic knowledge about good design practiceI Standards and guidelines are more specific
I Standards have the highest authority, being set by national orinternational bodies to ensure compliance by a largecommunity
I Guidelines are less authoritative but offer specific contextualadvice, which can inform detailed design
I Heuristics and ‘golden rules’ are succinct collections of designprinciples and advice that are easily assimilated by anydesigner
I Patterns capture design practice and attempt to provide agenerative structure to support design process
![Page 404: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/404.jpg)
Design Rules
Summary
SummaryI Design rules can be used to provide direction for the design
processI Abstract principles, standards and guidelines, golden rules and
heuristics, and patternsI The most abstract design rules are principles, which represent
generic knowledge about good design practiceI Standards and guidelines are more specific
I Standards have the highest authority, being set by national orinternational bodies to ensure compliance by a largecommunity
I Guidelines are less authoritative but offer specific contextualadvice, which can inform detailed design
I Heuristics and ‘golden rules’ are succinct collections of designprinciples and advice that are easily assimilated by anydesigner
I Patterns capture design practice and attempt to provide agenerative structure to support design process
![Page 405: Hanli Wang ( m · 2018. 2. 27. · Hanli Wang (˝¢m) Email: hanliwang@tongji.edu.cn Department of Computer Science and Technology, Tongji University. Design Rules Table of Contents](https://reader036.vdocuments.net/reader036/viewer/2022081617/6045bf5a002e5a1f0d340d5e/html5/thumbnails/405.jpg)
Design Rules
Summary
SummaryI Design rules can be used to provide direction for the design
processI Abstract principles, standards and guidelines, golden rules and
heuristics, and patternsI The most abstract design rules are principles, which represent
generic knowledge about good design practiceI Standards and guidelines are more specific
I Standards have the highest authority, being set by national orinternational bodies to ensure compliance by a largecommunity
I Guidelines are less authoritative but offer specific contextualadvice, which can inform detailed design
I Heuristics and ‘golden rules’ are succinct collections of designprinciples and advice that are easily assimilated by anydesigner
I Patterns capture design practice and attempt to provide agenerative structure to support design process