203CR

Wednesday, October 18, 2006

8 GOLDEN RULES OF DESIGN

In design for usability, many people including Don Norman have provided different guidelines for effective usability. These guidelines involve the following:

1. Strive for consistency.
Making the application easier for the user to follow, without confusion. This means that the user can be able to find the navigation easy to use, if it is internally consistent by using the same terms for the same things. Taking for example: using same page layout and consistent style of words and colour including buttons if any.

2. Enable frequent users to use shortcuts.
Most people in our days prefer things to be done more easily and quicker when using a certain device or application. Taking for example when a user operating a mobile phone they can be able to go straight to their contacts by pressing a single button instead of having to go to the main menu. This could be shown by sign mappings on a phone directed to the button for the user. Another example is EBay or Amazon, which a user can be able to click on the buy now button or bid button on a specific item that they are interested in. Which this does not require the user to enter their personal and bank details again because they are saved automatically.

3. Offer information feedback.
A user can be more patient when using an application if there is feedback provided. For example error or pop up massages informing the user on how long it will take to process a specific demand that they would want to be done. Error messages can also be provided for means of a solution in order to avoid that mistake again. For example, when a person/ user is entering their personal details on an application online, this can prompt the user when there is incorrect information entered (eg. Digits or numbers under Surname).

4. design dialogs to yield closure
Providing a certain guideline for the user making it easier for them in order to follow a path, which this could be done step by step with headings. For example: when sending an email, there are certain guidelines which tell the user what to do next (e.g: TO, Cc, Bcc, Subject and then the text.

5. Strive to prevent errors and help users to recover quickly form them.
Users would find it more helpful and less straining in an application or device, by making controls or buttons not too small or putting them close together. For example: a simple mp3 player having separate buttons for Play, Forward, Rewind, Stop and Pause. Also when a user has to fill in information on an application, error massages (pop up messages) can be provided when certain information is not valid.

6. Allow undo.
Allowing the user to be able to undo a certain mistake or reverse them is important. For example when a user enters or edits information on an application or device, a button can be provided in order to back to the original setting before.

7. Make users feel they are in control of a responsive system.
­In order to make the user feel more in control of a responsive system, certain options can be provided which will avoid sluggish response. For example: when more pictures, music or any kind of data is inputted on mobile phones, these tend to slow down the mobile phone. A user can be provided with an option to delete certain things they don’t need like “control panel”.

8. Reduce short term memory load.
In reducing short term memory load for the user, this can be avoided by not using specific codes or sequence. If any codes of sequence are needed, then they can be entered one’s and then automatically saved.

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