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Discussion We believe that the revised interface yielded faster performance and higher satisfaction due to how information was displayed with respect to location, wording, and color choices. Consistent location on the screen for key objects allows users to find and attend to them easily. Using consistently-assigned color schemes for conceptually similar objects allows extra information to be displayed without cluttering the screen or confusing users Hoadley, 90; Marcus, Another major difference that allows the revised design to be more usable is word choice; this is especially evident in the slideshow menus.

Task 6 yielded faster performance with the original interface.

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In the revised interface, the function key approach to printing had been inadvertently removed this was not one of our suggestions for improving the interface design! This made it difficult task 6 had the longest mean time with the revised interface to complete the task unless they read the help screen.


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Two subjects offered handwritten comments on the QUIS forms. Both stated that the original interface was harder to use and less understandable than the revised interface. The comments were: "I hope this is the system to be replaced. Numerous little annoyances, primarily lack of information as to what to do at a given spot.

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The language was better in the first one. We do not believe that the inclusion of help in the revised interface made a substantial difference in the outcome.

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The additional time spent reading the help was included in task time. More than half of the participants attempted to use the help. A further study would need to be conducted to examine this issue independently. A log of comments was kept on how the participants reacted during the experiment. For the most part, the participants had a hard time with certain aspects of the system. For example, most did not perform well on slideshow editing.

We were also surprised that some of the participants who accessed help were not able to complete a task even though they viewed all the information needed. Since there was no training prior to the tasks, it is not surprising that subjects had difficulty. This is similar to performance we have seen on other systems in which users were required to begin work without training. Conclusions We were pleased to obtain experimental support showing that a modest number of changes to create a revised interface can produce measurable performance and satisfaction differences.

The principal guidelines we followed to suggest improvements can be applied to many interactive computer systems. Toned down use of color that is systematically used for similar objects, which allows for display of extra information without cluttering the screen or confusing users.

Choice of words to be task oriented rather than system oriented. Designers should use words from the task domain and everyday language, not "computerese. Consistent location for important objects can focus users' attention and bring confidence to expectations. Subjective user satisfaction should be given adequate attention as a determinant of interface success. Attention to details, such as status feedback and specific rather than generic prompts, can give users a more confident feeling about interacting with a computer system.

Careful attention should be paid to issues of color choice, screen layout, and word choice, the latter using application domain terminology. Acknowledgements We thank Degi Young for the original usability evaluation of the MicroAnatomy program and suggestions for its improvement, for help administering the experiment, and for providing good cheer and good deeds.

Kent Norman provided valuable help with analyzing the statistical data and reviewing a draft of this paper. Leslie Carter helped significantly in designing the experimental method and statistical analysis. Catherine Plaisant also helped to design the experiment and review drafts of this paper. Andrew Sears provided expert assistance with the computer statistics package and a thoughtful review. References Borgman, C. Botafogo, R.

Brown, C. Marlin Chin, J. Association for Computing Machinery, New York, Conklin, J.

Converse, S. Grudin, J. Hildreth, C. Hoadley, E. Holum, K. Kearsley, G. Kellogg, W. Lewis, C. Association for Computing Machinery, New York Marcus, A. Marchionini, G. Nielsen, J. Plaisant, C. Potter, R. Reisner, P "What is Inconsistency? Elsevier Science Publishers B. Shneiderman, B.

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Smith, S. Javahery, H. In: Holzinger, A. USAB Bailey, R. In: Kurosu, M. Virzi, R. Bevan, N. Thomas, C. Macleod, M.

Stickel, C. Springer, Berlin Google Scholar.


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    Raskin, J. Harbich, S. In: Costabile, M. Most of us have heard the time-old and still What is UI design? A brief history Before the glossy veneer that we commonly interact with today, interfaces were actually text-based. What makes a good user interface design? A good user interface is… Clear: The interface speaks plainly and is never overly embellished or redundant. Intuitive: It presents the user with everything they need at the moment they need it.

    Elements are clear, consistent, and recognizable. Responsive: The user is shown clear state changes on both the success and failure of their actions. This can even be applied to micro-interactions via button animations or feedback on input boxes. Consistent: It should recycle behaviors and components that allow a user to rely on its patterns.

    Coordinating User Interfaces for Consistency by Jakob Nielsen

    Flexible: It should reduce the cost of mistakes and proactively prevent errors. It should also be tolerant, and handle multiple types of situations gracefully. What is a user interface designer? Introducing Prototype by InVision. Sign up free-forever. The user needs to find their input fast, which means the UI needs to be super intuitive, allowing them to focus on the road. On the other hand, users would have more time to pore over the data—and possibly even cross-cut the data differently through filters—on an analytics dashboard.

    This means the UI would need to be flexible to handle different dimensions of data. Give your users a truly immersive experience.