GUI Design Book Recommendations?
jetpack writes "I've always hated writing user interfaces, and graphical user interfaces in particular. However, I suspect that is largely because I have no clue how to write a good one. I don't mean the technical aspects, like using the APIs and so on. I mean what are the issues in designing an interface that is clean, easy to understand, and easy to use? What are things to be considered? What are things to be avoided? What are good over-all philosophies of UI design? To this end, I'd like to pick up a book or two (or three) and get my learn on. I'd appreciate some book suggestions from the UI experts in the Slashdot crowd."
While not specifically relating to user interfaces of computer software, there is an excellent book relating to making things in general easy to use, and most of the ideas translate well to GUIs.
The book is called "The design of everyday things" by Donald Norman.
-- MartinG To mail me: echo kewyjlcxyzvjfxbqwh | tr bcefhjklqvwxyz
Regarding the topic, there is an area of study in Computer Science called HCI (Human Computer Interaction). Take a look at this article for a starting point on that issue.
http://en.wikipedia.org/wiki/Human-computer_interaction
Doesn't matter, neither does anyone else.
There is one important rule in creating a GUI: follow the same design principles as the target OS and applications with similar functionality as yours.
by chris crawford..
its great.
google books
I would suggest you two books:
1] GUI Bloopers 2.0: Common User Interface Design Dont's and Dos [Morgan Kaufmann Publishers]
2] Designing Interfaces [O'Reilly]
the first to understand what not to do and the other one to get some good ideas to start from.
I really think any book will do, except any Jacob Nielsen's books about usability... I've read them at the very beginning of my career... I think it was jus a loss of time
Here's a list my former professor compiled:
1. Alan Dix, Janet Finlay, Gregory D. Abowd, and Russell Beale: Human-Computer Interaction
2. Ben Shneiderman and Catherine Plaisant: Designing The User Interface
3. Donald A. Norman, The Design Of Everyday Things
4. Jenny Preece, Yvonne Rogers, and Helen Sharp: Interaction Design
5. Jef Raskin, The Humane Interface
6. Terry Winograd (ed.): Bringing Design to Software
7. Brenda Laurel (ed.): The Art of Human-Computer Interaction
8. Apple Computer: The Apple Software Design Guidelines
http://media.informatik.rwth-aachen.de/HCIBooks
Keep in mind that testing your UI on real users is very important. Just because you think it's a good UI doesn't make it a good UI.
2. Use it yourself, and rearrange the controls to get rid of any apparent awkwardness.
3. Give it to the actual end users, and be prepared to rearrange the controls again when you notice all the unexpected things they do to it.
4. Don't get cute. Use standard controls that people recognize.
5. Pay attention to keyboard shortcuts and tab order. Don't make the user use a pointing device.
By far the biggest thing is the willingness to refactor. You won't get it right the first time; that's almost impossible, and nothing is worse than a UI that is written to spec and then slavishly nailed to that spec even when the users complain about it. You'll probably find something that you thought would be a common operation is hardly ever done; get the annoying button out of their faces. And something else you thought would happen once a month happens every hour; bring the control out front for them.
Brackets contain world's first nanosig, highly magnified:[.]
Tips are all over the internet. I'd start with the Alertbox by Jakob Nielson (ex-Sun employee, now a usability consultant) and anything his group has published on user interfaces. http://www.useit.com/alertbox/
My pet peeves in GUIs ... the designers ignore that people actually have to read the GUI, and treat it like it's supposed to be admired for artistic. For a GUI, bland and boring is good, functional is the goal.
Start with the original Macintosh Human Interface Guidelines. Apple Computer put forth an extremely strong effort in researching basic human interaction with graphical user interfaces during the development of their products in the 1980's, and this book is still the gold standard, even if Apple themselves disregard much of its advice nowadays (mainly because Apple was taken over by the team from NeXT). Remember that when Apple was developing the Lisa and Macintosh interfaces, the general populace had never yet been exposed to this type of interaction with technology, and quite a lot of emphasis was placed on making available powerful features to expert users that were easily accessible, yet unobtrusive to novices.
Along the same lines, I would recommend the original interface guidelines manuals for many of the early graphical operating systems, especially those for early PDA's, like GO's PenPoint, Apple's Newton OS, and the manual for General Magic's Magic Cap.
All of the aforementioned books are out of print, but any serious student of interfaced design should own all of these.
It should combine form and functionality
Wrong. "Form follows function" is one of the main tenants of good design. Make your toaster as pretty as you like, but don't forget that its function is to make toast, with the least amount of effort for the toaster user as possible.
If you make your toaster so that it looks like a pig, fine, but if you use the pig's snout as a lever to make the bread go down, you have a shitty design. It should be obvious to the user HOW to make the bread go down.
If your user needs to RTFM, you have failed in your attempt to design well.
-mcgrew
mcgrew's razor: Never attribute to stupidity that which can be explained by greedy self-interest
Don't forget to have a good look at the Interface Hall of Shame for examples of what not to do.
-- Ed Avis ed@membled.com