Projects/Usability/HIG: Difference between revisions

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* Use a [[Projects/Usability/HIG/Radio Buttons|radio button]] for 1 of a few n selections.
* Use a [[Projects/Usability/HIG/Radio Buttons|radio button]] for 1 of a few n selections.
* Use one or more [[Projects/Usability/HIG/Check_Box|check boxes]] for clear options or n of a few m selections.
* Use one or more [[Projects/Usability/HIG/Check_Box|check boxes]] for clear options or n of a few m selections.
* Use a [[Projects/Usability/HIG/CheckListBox|check list box]] for a few n of some m selections.
* 1 of some n selection [[Projects/Usability/HIG/Combo_Box|(Combo Box)]]
* 1 of some n selection [[Projects/Usability/HIG/Combo_Box|(Combo Box)]]
* 1 of n selection with possibility to add item (Combo box) <span style="color:blue">There is no real Combo Box available yet. This could come with Qt/Plasma Components</span>
* 1 of n selection with possibility to add item (Combo box) <span style="color:blue">There is no real Combo Box available yet. This could come with Qt/Plasma Components</span>

Revision as of 14:22, 5 June 2013

Structure

Conceptual Model

The conceptual model is the most fundamental aspect of the interface, describing the relationship between the interface and the outside world. The purpose of the conceptual model is to draw on the user’s past experiences so they can readily understand basic operations and accurately predict functionality.

  • Real World, Vision

Task Flow

The task flow is concerned with the manner in which users’ complete specific operations with the system. In contrast to the conceptual model, the task flow is largely dependent on the product’s technical environment.

  • Core usability goals, Use cases / User requirements, Task aggregation
  • Personas, Scenarios, Usability criteria, Feature list

Organizational Model

The organizational model describes how the system’s content and functionality are ordered and categorized. Also known as the information architecture, the organizational model encompasses both the classification scheme as well as the model of association, hierarchy versus index for example.

Behaviour

Viewing and Navigation

The Viewing and Navigation layer encompasses the wide variety of behaviors and operations that allow users to navigate the interface and effect its presentation.

General navigation

Access functions

Grouping

  • Group box, Panel
  • Splitter

Complex views

Editing and Manipulation

The Editing and Manipulation layer contains the behaviors that result in permanent changes to user’s stored information. … Behaviors in this layer can often be recognized by the following traits: they result in permanent, stored changes; they require an implicit or explicit save operation; and they typically require validation of the input data.

Selection

  • Use a radio button for 1 of a few n selections.
  • Use one or more check boxes for clear options or n of a few m selections.
  • Use a check list box for a few n of some m selections.
  • 1 of some n selection (Combo Box)
  • 1 of n selection with possibility to add item (Combo box) There is no real Combo Box available yet. This could come with Qt/Plasma Components
  • 1 of a huge number of n selection (Extended drop-down list)
  • n of m selection

Unconstrained input

  • Edits and Text boxes
  • Lists with direct input
  • Complex views with direct input (Grid cell editing)

Constrained input

User Assistance

Interface elements that inform users of the application’s activity and status, as well as elements dedicated to user education, are all contained in the User Assistance layer. This includes online help, error alerts, and status alerts.

User-driven information

  • Tool-tip

System triggered notification

  • Balloon
  • Notification is a system-triggered message used to acknowledge about events out of the current context.
  • Progress indicator

Disruptive messages

Help system

  • KDE Help

Presentation

Layout

The various design decisions governing the placement and ordering of onscreen elements are expressed in the Layout layer. In addition to providing an ordered visual flow, the Layout layer also supports the Behavior tier by arranging elements in a manner that helps communicate behavior, importance, and usage.

Style

Like many forms of visual design, the Style layer is concerned with emotion, tone, and visual vocabulary. Because it is the most visible and concrete aspect of an interface, it typically accounts for people’s first impression of a product. Paradoxically however, the ultimate effect of style on overall usability or user satisfaction is minimal.

Text

Contained within the Text layer are all the written, language-based elements of the interface. This includes the labels used to represent the organizational model, the names of the input and navigational controls contained in the Viewing and Navigation layer, and the alert messages and help text used by the User Assistance layer.

See also:

Contributing

Didn't find what you were looking for?

Our Human Interface Guidelines are a work in progress and we need your help. If you found an area that was unclear or is not even covered in our HIG, tell us about it. You'll find everything you need on our mailing list: [email protected] or in our little tutorial.

Index

B

C


D

E

F

K

L

M

R

S

T

W

----------------------------------------------legacy stuff--------------------------------------

Please add any guidelines questions or requests to the HIG Questions page.

Also see the KDE3 User Interface Guidelines and KDE User Interface Guidelines and the Season of Usability HIG & Design Patterns Workspace.