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Design Guidelines and Models - Lecture 5 - Huma...

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October 19, 2026

Design Guidelines and Models - Lecture 5 - Human-Computer Interaction (1023841ANR)

This lecture forms part of the course Human-Computer Interaction given at the Vrije Universiteit Brussel.

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October 19, 2026

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  1. Human-Computer Interaction Design Guidelines and Models Prof. Beat Signer Department

    Vrije beatsigner.com Universiteit of Computer Brussel Science Department of Computer Science Vrije Universiteit Brussel beatsigner.com 2 December 2005
  2. Design Guidelines ▪ Design guidelines are based on human psychology:

    how people perceive, learn, reason, remember and convert intentions into action ▪ Over the last 40 years various guidelines and heuristics have been defined and adapted/extended for new interface types October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 2
  3. Eight Golden Rules of Interface Design ▪ Strive for consistency

    ▪ Seek universal usability ▪ Offer informative feedback ▪ Design dialogues to yield closure ▪ Prevent errors ▪ Permit easy reversal of actions ▪ Keep users in control ▪ Reduce short-term memory load October 19, 2026 Beat Signer - Department of Computer Science - [email protected] Ben Shneiderman 3
  4. Ten Usability Heuristics for UI Design ▪ Visibility of system

    status ▪ Match between system and real world ▪ User control and freedom ▪ Consistency and standards ▪ Error prevention Jacob Nielsen ▪ Recognition rather than recall ▪ Flexibility and efficiency of use ▪ Aesthetic and minimalistic design ▪ Help users recognise, diagnose and recover from errors ▪ Help and documentation October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 4
  5. Visibility of System Status ▪ Keep users informed about what

    is going on (system state) feedback after each action (as quickly as possible) ▪ builds up trust ▪ ▪ Users learn about the outcome of previous interaction and can plan the next steps October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 5
  6. Visibility of System Status … ▪ Provide feedback about what

    action has been done, allowing users to continue with their activity ▪ October 19, 2026 audio, tactile, verbal, visual or a combination of this feedback Beat Signer - Department of Computer Science - [email protected] 6
  7. Match Between System and Real World ▪ Use words and

    concepts familiar to the users ▪ Follow real-world conventions natural mapping ▪ skeumorphic user interfaces ▪ - e.g. recycle bin icon October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 7
  8. User Control and Freedom ▪ Actions often performed by mistake

    ▪ need “emergency exit” to leave unwanted actions ▪ Support undo and redo ▪ fosters a sense of freedom ▪ Show clear way to exit current action ▪ October 19, 2026 e.g. cancel button Beat Signer - Department of Computer Science - [email protected] 8
  9. Consistency and Standards ▪ Internal consistency ▪ within a single

    product ▪ External consistency consistency across products by following standards ▪ e.g. shopping cart feature on e-commerce websites ▪ - Jakob’s Law of Internet User Experience: “People spend most of their time on sites other than yours" ▪ Consistent interfaces are easier to learn and use October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 9
  10. Consistency and Standards … ▪ Place information and controls in

    consistent locations ▪ based/supports on perceptual patterns/frames ▪ Internal and external keystroke consistency ▪ e.g. CTRL-X and CTRL-V ▪ External consistency of gesture-based interfaces? J. Johnson, Designing with the Mind in Mind October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 10
  11. Error Prevention ▪ Two types of errors slips are unconscious

    errors caused by inattention ▪ mistakes are conscious errors based on mismatch of user’s mental model ▪ - inaccurate or incomplete information ▪ Design to prevent mistakes ▪ October 19, 2026 provide accurate and easy understandable information Beat Signer - Department of Computer Science - [email protected] 11
  12. Error Prevention … ▪ Design to prevent slips large click

    targets ▪ put space between targets ▪ warn users of incompleteness ▪ prompt users to confirm actions ▪ e.g. do not place ‘save’ menu entry next to ‘exit’ menu entry ▪ … ▪ ▪ Make risky operations hard to do ‘Delete All’ with confirmation defaulting to ‘Cancel’ ▪ ask confirmation from multiple users ▪ ▪ Prevent permanent errors by supporting undo ▪ Prevent “high-cost” errors first October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 12
  13. Recognition Rather Than Recall ▪ Reduce a user’s memory load

    by making elements and actions visible ▪ limited short-term or working memory ▪ Seeing/hearing and choosing is easier than to recall and type ▪ Recall ▪ October 19, 2026 reactivating a neural pattern when the original stimulus is absent Beat Signer - Department of Computer Science - [email protected] 13
  14. Recognition Rather Than Recall … ▪ Use pictures where possible

    to convey functions e.g. toolbar icons ▪ people recognise pictures very quickly ▪ ▪ We also recognise small versions of the pictures ▪ e.g. thumbnails of slides in presentation overview ▪ Provide cues to let users know where they are ▪ e.g. different screen backgrounds when having multiple screens ▪ Simplify authentication ▪ e.g. biometric authentication rather than remembering passwords ▪ Avoid designs that have modes (or provide visible feedback about modes) October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 14
  15. Flexibility and Efficiency of Use ▪ Offer accelerators like keyboard

    shortcuts and touch gestures ▪ Support personalisation and customisation by tailoring content and functionality October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 15
  16. Aesthetic and Minimalistic Design ▪ Interfaces should not contain irrelevant

    information focus on the essentials ▪ aim for high signal-to-noise ratio ▪ October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 16
  17. Help Users Recognise/Recover From Errors ▪ Inform users when error

    occurred (recognise) ▪ clear error messages ▪ Tell users what went wrong (diagnose) ▪ Offer users a solution (recover) shortcut to solution ▪ provide undo function ▪ - operations within an app or more complex transitions (e.g. order in online store) October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 17
  18. Help and Documentation ▪ Ensure that it is easy to

    search for help ▪ Present contextual help and documentation ▪ focused on the user’s task ▪ List concrete steps to be carried out October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 18
  19. Visibility ▪ Visible functions ensure that a user knows what

    to do next ▪ voice mail system vs. marble answering machine ▪ Non-visible functions might be harder to use sensor-enabled faucets ▪ sensor-enabled lights ▪ … ▪ October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 19
  20. Simplicity ▪ Balance offered features vs. ease of use (usability)

    ▪ Do not oversimplify and remove necessary features - “users want complexity” (Don Norman) Complex remote controls “In anything at all, perfection is finally attained not when there is no longer anything to add, but when there is no longer anything to take away.” Antoine de Saint Exupéry October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 20
  21. Mapping ▪ Natural mapping makes it easy to understand which

    control performs which action ▪ “If a design depends upon labels, it may be faulty. Labels are important and often necessary, but the appropriate use of natural mappings can minimise the need for them. Wherever labels seem necessary, consider another design.” Seat adjustment in a Mercedes-Benz Kitchen stove with natural mapping on the right October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 21
  22. Mapping … ▪ What about an alternative light switch design

    making use of natural mapping (without labels)? John Rambow, flikr.com October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 22
  23. Gestalt Principles ▪ Law of proximity ▪ items that are

    closer together appear to be grouped ▪ Law of similarity ▪ similar-looking items appear grouped ▪ Law of Continuity ▪ visually-aligned items are perceived as continuous forms ▪ … October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 23
  24. Information Design ▪ Poor information design can disrupt reading ▪

    uncommon or unfamiliar vocabulary - interrupts the reading process, e.g. “Please reauthenticate” vs. “Login again” tiny or fancy fonts ▪ text on noisy background ▪ contrast of text and background ▪ information buried in repetition (noise from text itself) ▪ - e.g. selection list with the following entries • Backlit Keyboard (English) & User’s Guide (English) • Backlit Keyboard (Western Spanish) & User’s Guide • Backlit Keyboard (French) & User’s Guide ▪ centred text - eyes are trained to go back to the same horizontal position ▪ Don’t disrupt reading – support it! October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 24
  25. Guidelines for Using Colours ▪ Use distinctive colours ▪ users

    can most easily distinguish colours on the colour-perception channels (red-green, yellow-blue and black-white) ▪ Separate strong opponent colours AVOID THIS! October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 25
  26. Guidelines for Using Colours … ▪ Distinguish colours by saturation

    and brightness as well as hue avoid subtle colour differences ▪ check whether elements are distinguishable in greyscale ▪ ▪ Avoid colour pairs that colour-blind people cannot distinguish ▪ Make use of existing tools for selecting (colourblindfriendly) palettes ▪ October 19, 2026 e.g. https://coolors.co Beat Signer - Department of Computer Science - [email protected] 26
  27. Inattentional/Change Blindness ▪ Our goals strongly focus our attention ▪

    Tendency to only perceive and notice things that match our goal “following the scent of information toward the goal” ▪ might miss changes at other parts of the screen ▪ ▪ Our limited peripheral vision might further reduce the things we see on a screen show information where users are already looking at ▪ use visual features/channels that that popout (e.g. blinking) to highlight a change ▪ October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 31
  28. Affordances ▪ Term affordance introduced in 1977 by psychologist James

    J. Gibson in 'The Theory of Affordances' ▪ defined as all possible actions with an object in an environment independent of an individual's ability to recognise these actions ▪ Don Norman refined the term affordances in the context of human-machine interaction only those possible actions with an object that can be recognised by an individual ▪ an affordance of an object tells us something (gives us a clue) about how to use the object ▪ good interaction design will take affordances and the related discoverability into account ▪ screen-based interfaces offer perceived affordances which are learned conventions ▪ October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 32
  29. Fitts’s Law (1954) ▪ Fitts’s Law predicts that the time

    to point at an object using a device (e.g. mouse) is a function of the distance from the target object and the target object’s size 𝑇 = 𝑘 log 2 𝐷Τ𝑆 + 1.0 T = time to move the pointer to the target D = distance between the pointer and the target S = size of the target k = constant Paul Fitts ▪ The further away and the smaller the object, the longer the time to locate it and point to it October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 34
  30. Fitts’s Law (1954) … ▪ Make click targets (e.g. buttons,

    menu items, links) large enough that they are quick and easy to hit ▪ Checkboxes, radio buttons and toggle switches should also accept clicks on their label to increase the area ▪ Place important targets near the edge of the screen ▪ “infinite target size“ along screen edges (if not other screen connected to that edge) ▪ On smartphones consider using menus that people can easily reach with their thumb while holding the phone October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 35
  31. Design-Pattern Guidelines: Study Guide ▪ Additional specific design guidelines for

    specific interface patterns based on the Ten Usability Heuristics for User Interface Design input controls ▪ forms and wizards ▪ tooltips and dialogues ▪ icons and indicators ▪ menu design ▪ navigation elements ▪ search ▪ ▪ October 19, 2026 https://www.nngroup.com/articles/design-pattern-guidelines/ Beat Signer - Department of Computer Science - [email protected] 36
  32. Material Design ▪ Design language developed by Google Android-oriented ▪

    grid-based layouts, responsive animations, depth effects, … ▪ ▪ October 19, 2026 https://m3.material.io/ Beat Signer - Department of Computer Science - [email protected] 37
  33. Apple Human Interface Guidelines ▪ Design guidance for common actions

    and experiences entering data ▪ file management ▪ feedback ▪ searching ▪ undo and redo ▪ ▪ October 19, 2026 https://developer.apple.com/ design/human-interfaceguidelines/ Beat Signer - Department of Computer Science - [email protected] 38
  34. References ▪ Designing the User Interface: Strategies for Effective Human-Computer

    Interaction, Ben Shneiderman et al., Pearson (6th edition), April 2016, ISBN-13: 978-0134380384 ▪ Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Guidelines, Jeff Johnson, Morgan Kaufmann (3rd edition), November 2020, 978-0128182024 ▪ The Design of Everyday Things, Don Norman, Basic Books (revised and expanded edition), November 2013, ISBN-13: 978-0465050659 October 19, 2026 Beat Signer - Department of Computer Science - [email protected] 40
  35. References ... ▪ Eight Golden Rules of Interface Design ▪

    https://www.cs.umd.edu/users/ben/goldenrules.html ▪ Ten Usability Heuristics for User Interface Design ▪ https://www.nngroup.com/articles/ten-usability-heuristics/ ▪ Visibility of System Status ▪ https://www.youtube.com/watch?v=cTtc90jCULU ▪ Match Between System and Real World ▪ https://www.youtube.com/watch?v=0TAt9Pln51g ▪ User Control and Freedom ▪ October 19, 2026 https://www.youtube.com/watch?v=MXuk-fdbr0A Beat Signer - Department of Computer Science - [email protected] 41
  36. References ... ▪ Consistency and Standards ▪ https://www.youtube.com/watch?v=Ibndy9KLOSQ&t=1s ▪ Error

    Prevention ▪ https://www.youtube.com/watch?v=imS9s1DUY-I ▪ Recognition Rather Than Recall ▪ https://www.youtube.com/watch?v=imS9s1DUY-I ▪ Flexibility and Efficiency of Use ▪ https://www.youtube.com/watch?v=LoTdRTBB8BQ ▪ Aesthetic and Minimalistic Design ▪ October 19, 2026 https://www.youtube.com/watch?v=ZgbRmeWDgd0 Beat Signer - Department of Computer Science - [email protected] 42
  37. References ... ▪ Help Users Recognise, Diagnose and Recover From

    Errors ▪ https://www.youtube.com/watch?v=cCun-ReLTFI ▪ Help and Documentation ▪ https://www.youtube.com/watch?v=iIQVRzatb50 ▪ The Norman Door ▪ https://www.youtube.com/watch?v=yY96hTb8WgI ▪ Colour Palette Generator ▪ https://coolors.co ▪ Material Design ▪ October 19, 2026 https://m3.material.io Beat Signer - Department of Computer Science - [email protected] 43
  38. References ... ▪ Apple Human Interface Guidelines ▪ https://developer.apple.com/design/human-interface-guidelines/ ▪

    Inattentional Blindness ▪ https://www.youtube.com/watch?v=IGQmdoK_ZfY ▪ Change Blindness ▪ October 19, 2026 https://www.youtube.com/watch?v=VkrrVozZR2c Beat Signer - Department of Computer Science - [email protected] 44