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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Design rules and Guidelines
    HCI & Computer GraphicsTopic 30 of 73

    Design rules and Guidelines

    2 minread
    386words
    Beginnerlevel

    1. What are Design Rules and Guidelines?

    Definition:

    • Design Rules: Specific, often mandatory, directives that must be followed to ensure usability, accessibility, and consistency in user interfaces.
    • Design Guidelines: Recommendations or best practices that guide designers toward creating effective, user-friendly interfaces but are not strictly mandatory.

    Key Idea: Both rules and guidelines provide a framework for designing interactive systems that are efficient, learnable, and satisfying for users.


    2. Purpose of Design Rules and Guidelines

    • Ensure consistency across the interface
    • Minimize user errors and confusion
    • Enhance learnability and efficiency
    • Improve user satisfaction and accessibility
    • Provide a reference for design decisions

    3. Types of Design Rules and Guidelines

    A. Interface Consistency

    • Maintain similar design patterns across screens (buttons, menus, icons)
    • Use consistent terminology and labeling
    • Ensure predictable responses to user actions

    B. Feedback

    • Provide immediate and informative feedback for user actions
    • Example: Highlighting a button when clicked or showing progress bars

    C. Visibility

    • Make important elements and functions visible
    • Avoid hiding critical features or requiring excessive navigation

    D. Affordance

    • Design elements to suggest their function
    • Example: Buttons should look clickable, sliders should look draggable

    E. Error Prevention and Recovery

    • Minimize possibility of errors with confirmations or constraints
    • Provide clear error messages and recovery options

    F. User Control and Flexibility

    • Allow users to undo/redo actions
    • Provide shortcuts for expert users while supporting novices

    G. Simplicity and Minimalism

    • Avoid unnecessary complexity
    • Focus on core tasks and essential information

    H. Accessibility

    • Design for all users, including those with disabilities
    • Use proper color contrast, text size, and alternative input methods

    4. Examples of Design Guidelines

    • Nielsen’s 10 Usability Heuristics
    • Shneiderman’s 8 Golden Rules of Interface Design
    • Platform-specific guidelines (Apple’s Human Interface Guidelines, Google’s Material Design)

    Example – Nielsen’s Heuristic:

    • Consistency and Standards: Users should not have to wonder whether different words, situations, or actions mean the same thing.

    5. Benefits of Following Design Rules and Guidelines

    • Reduces design errors and usability problems
    • Speeds up the design process with established best practices
    • Improves user satisfaction and engagement
    • Supports effective evaluation and testing
    • Ensures interoperability and accessibility

    Key Takeaways

    • Design rules are mandatory directives; guidelines are recommended best practices.
    • Both aim to make systems usable, consistent, and efficient.
    • Following rules and guidelines ensures a user-centered, accessible, and intuitive interface.
    • Common sources include usability heuristics, platform standards, and user-centered design principles.
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    Golden rules and heuristics

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      Est. reading time2 min
      Word count386
      Code examples0
      DifficultyBeginner