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What Is User Interface Design and Why It Matters
Software Engineering · Chapter 10: User Interface Design: Principles, Guidelines, and ImplementationSection 10.1 · lesson 66 of 1036 min · free with a free account
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In this lesson
The only part of a system its users ever meet - and 3 golden rules for it.
- Define UI design, and distinguish it from architecture
- Explain why the interface shapes how a whole system is judged
- State and explain the 3 golden rules
- Recognize a violation of each rule
Transcript
Everything said in the video, section by section (795 words). Read along, or search it.
User Interface Design: Principles, Guidelines, and Implementation
What Is User Interface Design and Why It Matters
Every technique covered so far shapes a system's internal quality. None of it is something a user ever sees directly. This section introduces user interface design. What it covers, why it deserves real rigor, and three golden rules that apply to almost any interface.
What Users Actually See
Exactly 1 Thing
Translating requirements into a design model. Deriving a structure chart. Organizing classes into a clean architecture. All of that shapes a system's internal quality, and none of it is visible to a user. A person using the finished system experiences exactly one thing. The interface. That means the screens, controls, messages, and interactions, standing between them and everything else that was built. A technically excellent system with a confusing interface will still feel, to the people using it, like a bad system.
Definition
What UI Design Covers
User interface design is the practice of designing how a system presents itself to, and interacts with, the people who use it. It covers the layout of information, the controls available at each moment, the feedback the system gives after an action, and the overall flow through a task. It is distinct from the system's internal architecture. Architecture determines whether the system works correctly and efficiently underneath. Interface design determines whether a person can actually understand and use it.
Figure 10.1B
The Only Part a User Meets
Here is the situation from the user's side. The user meets the interface. The screens, controls, and messages. Behind it sit the architecture, the classes and design model, and the data and structure. All of that stays permanently invisible to the user. However well it was designed, the interface is the only part of the system they ever actually meet.
Why It Matters
Not a Cosmetic Finishing Step
That is why interface design carries real, practical weight. It is not a cosmetic finishing step. A confusing interface increases training time, and increases user errors. It increases support costs. And it can cause people to abandon a system altogether, however sound the engineering underneath it is.
Golden Rule 1
Place the User in Control
Three foundational rules, often called the golden rules of interface design, apply whatever an interface looks like, or whatever platform it runs on. The first is to place the user in control. A well-designed interface responds to actions the user initiates. It does not force them through a rigid, system-dictated sequence, with no way to pause, back out, or change course. Users should feel like they are directing the interaction at every step, not being marched through it.
Golden Rules 2 and 3
Memory Load and Consistency
The second rule is to reduce the user's memory load. People have limited working memory, and a good interface does not spend it unnecessarily. Relevant information stays visible, and the interface offers recognizable cues, instead of demanding that users remember arbitrary steps. The third rule is to make the interface consistent. The same kind of action should work the same way everywhere, in terminology, visual treatment, and placement. Consistency lets something learned in one part of the interface transfer directly to every other part.
Table 10.1
The 3 Golden Rules at a Glance
Here are the three golden rules at a glance. Placing the user in control means the user directs the interaction. A common violation is a rigid sequence, with no way to go back or cancel. Reducing memory load means relevant information stays visible. A common violation is requiring users to recall details from an earlier screen. And consistency means the same action works the same way everywhere. A common violation is the same task behaving differently in different places.
Apply It
A Form With No Way Back
Let's apply that. A form requires the user to complete every field in a fixed order, with no way to skip ahead, go back, or save progress. That violates the first rule, placing the user in control. The system dictates a rigid sequence, and the user cannot pause, revise, or change course. Now think of an app or website that frustrated you recently. Which golden rule did it break? And what would changing just that one thing have done for your experience?
Key Terms
The Vocabulary of This Section
Let's lock in the key terms. User interface design is the practice of designing how a system presents itself to, and interacts with, the people who use it. The interface is everything a user directly sees, clicks, reads, and reacts to, as distinct from the internal architecture. The golden rules of interface design are user control, reduced memory load, and consistency. User control means the user directs the interaction. And consistency means the same kind of action works the same way throughout.
Key Takeaways
What to Carry Forward
To pull this together. User interface design shapes how a system presents itself to users, and it is distinct from the internal architecture. The interface is the only part of a system users ever meet, which is why it shapes how the whole system is judged. Placing the user in control means the user directs the interaction. Reducing memory load means keeping relevant information visible. And consistency means the same kind of action works the same way everywhere.
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