User Interface Implementation Toolbox
Words, WIMP, Widgets
Words are Everywhere
- Messages, buttons, indicators should use familiar and non-ambiguous language
- many possible synonyms: quit, exit, bye, logoff, logout
- Specific words, focusing on the exact actions to be performed tend to lead to less confusion and favors recall
- place vs destination
- insert vs add
- Still avoid rare words
- Reuse the established vocab that is on the page, or reuse button names in the messages
WIMP
Stands for Windows, Icons, Menus and Pointers. The term GUI is more popular (and more generic)
Advantages
Champions the idea of recognition rather than recall (design principle). It is easier for humans to recognize an item in a menu than to remember what it is (as needed at the command prompt)
Offers a limited selection of commands (rather than infinite if we think of command line) which increases learnability and prevents errors. In contrast the command line allows anything to be written.
Widgets
A control element (sometimes called a control or a widget) in a graphical user interface is an element of interaction, such as a button or a scroll bar.
Advantages / Disadvantages
External consistency (builds on existing mental methods)
Saves development effort
- Libraries already support most widgets
Widgets may constrain designer's thinking
Structural Patterns
Center stage pattern
- Put a workspace, or a display in the center of the screen
- Direct attention to the center, for important information or the start of a task
- Surround the display center and secondary controls
Card stack pattern
- put sections (various tasks) on different panels (or cards)
- used when there is too much information for a single page
- view one card / panel at a time
Closable panel pattern (Accordion pattern)
- content sections on different panels
- user can open each panel independently
Movable panel pattern
- content sections, or tools, are on different panels
- the user can reorganize his workspace by moving the panels
- the purpose of each sign must be visible regardless of its position
Two-panel selector pattern
- two panels (vertical or horizontal seperation)
- a context panel
- a content panel
- easily permits a local and global perspective
Navigational Patterns
Breadcrumbs pattern
- shows users where they are in a hierarchical structure and allows to navigate back to higher levels in the hierarchy
Linear pattern (wizard pattern)
- seperation of a task into a linear sequence of subtask (steps)
- often a sequence of dialogues (or selections)
- be careful not to make this pattern too rigid ... plan the possibility of going back ...
Pagination pattern
- show user he/she can go forward and pack among a set of pages. Often used in search results
Fly-out menu pattern
- a menu is shown when the user is on a selection
Directory pattern
- become a bit "old-fashioned"
- lets see a directory
Shortcut pattern
- a shortcut can be offered in a different ways, but the underlying idea is to be able to "jump" directly somewhere