The user interface is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, whilst the machine simultaneously feeds back information that aids the operators’ decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls, and process controls. The design considerations applicable when creating user interfaces are related to or involve such disciplines as ergonomics and psychology.

Generally, the goal of user interface design is to produce a user interface which makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result. This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the human.

History

The history of user interfaces can be divided into the following phases according to the dominant type of user interface:

IBM 029 card punch
IBM 029
Holes are punched in the card according to a prearranged code transferring the facts from the census questionnaire into statistics

1969–present: Command-line user interface

Teletype Model 33 ASR
The VT100, introduced in 1978, was the most popular VDT of all time. Most terminal emulators still default to VT100 mode.

Command-line interfaces (CLIs) evolved from batch monitors connected to the system console. Their interaction model was a series of request-response transactions, with requests expressed as textual commands in a specialized vocabulary. Latency was far lower than for batch systems, dropping from days or hours to seconds. Accordingly, command-line systems allowed the user to change his or her mind about later stages of the transaction in response to real-time or near-real-time feedback on earlier results. Software could be exploratory and interactive in ways not possible before. But these interfaces still placed a relatively heavy mnemonic load on the user, requiring a serious investment of effort and learning time to master.[1]

1985: SAA User Interface or Text-Based User Interface

In 1985, with the beginning of Microsoft Windows and other graphical user interfaces, IBM created what is called the Systems Application Architecture (SAA) standard which include the Common User Access (CUA) derivative. CUA successfully created what we know and use today in Windows, and most of the more recent DOS or Windows Console Applications will use that standard as well. This defined that a pulldown menu system should be at the top of the screen, status bar at the bottom, shortcut keys should stay the same for all common functionality (F2 to Open for example would work in all applications that followed the SAA standard). This greatly helped the speed at which users could learn an application so it caught on quick and became an industry standard.[2]

Interface design

Quality

All great interfaces share eight qualities or characteristics:

  1. Clarity The interface avoids ambiguity by making everything clear through language, flow, hierarchy and metaphors for visual elements.
  2. Concision[3] It’s easy to make the interface clear by over-clarifying and labeling everything, but this leads to interface bloat, where there is just too much stuff on the screen at the same time. If too many things are on the screen, finding what you’re looking for is difficult, and so the interface becomes tedious to use. The real challenge in making a great interface is to make it concise and clear at the same time.
  3. Familiarity[4] Even if someone uses an interface for the first time, certain elements can still be familiar. Real-life metaphors can be used to communicate meaning.
  4. Responsiveness[5] A good interface should not feel sluggish. This means that the interface should provide good feedback to the user about what’s happening and whether the user’s input is being successfully processed.
  5. Consistency[6] Keeping your interface consistent across your application is important because it allows users to recognize usage patterns.
  6. Aesthetics While you don’t need to make an interface attractive for it to do its job, making something look good will make the time your users spend using your application more enjoyable; and happier users can only be a good thing.
  7. Efficiency Time is money, and a great interface should make the user more productive through shortcuts and good design.
  8. Forgiveness A good interface should not punish users for their mistakes but should instead provide the means to remedy them.

Principle of least astonishment

The principle of least astonishment (POLA) is a general principle in the design of all kinds of interfaces. It is based on the idea that human beings can only pay full attention to one thing at one time.[7]

Habit formation

If an interface is used persistently, the user will unavoidably develop habits for using the interface. The designer’s role can thus be characterized as ensuring the user forms good habits. If the designer is experienced with other interfaces, they will similarly develop habits, and often make unconscious assumptions regarding how the user will interact with the interface.[7][8]

Touchscreen of the HP Series 100 HP-150
HP Series 100 HP-150 Touchscreen

Gallery

See also

References

  1. ^ “HMI Guide”. Archived from the original on 2014-06-20.
  2. ^ Richard, Stéphane. “Text User Interface Development Series Part One – T.U.I. Basics”. Archived from the original on 16 November 2014. Retrieved 13 June 2014.
  3. ^ Raymond, Eric Steven (2003). “11”. The Art of Unix Programming. Thyrsus Enterprises. Archived from the original on 20 October 2014. Retrieved 13 June 2014.
  4. ^ C. A. D’H Gough; R. Green; M. Billinghurst. “Accounting for User Familiarity in User Interfaces” (PDF). Retrieved 13 June 2014.
  5. ^ Sweet, David (October 2001). “9 – Constructing A Responsive User Interface”. KDE 2.0 Development. Sams Publishing. Archived from the original on 23 September 2013. Retrieved 13 June 2014.
  6. ^ John W. Satzinger; Lorne Olfman (March 1998). “User interface consistency across end-user applications: the effects on mental models”. Journal of Management Information Systems. Managing virtual workplaces and teleworking with information technology. Armonk, NY. 14 (4): 167–193. doi:10.1080/07421222.1998.11518190.
  7. ^ a b Jef Raskin (2000). The human interface : new directions for designing interactive systems (1 ed.). Addison Wesley. ISBN 0201379376.
  8. ^ Udell, John (9 May 2003). “Interfaces are habit-forming”. Infoworld. Archived from the original on 4 April 2017. Retrieved 3 April 2017.