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Chapter 19

Chapter 19

  • A visual interface is based on visual patterns.

  • Visually distinguish elements that behave differently.

  • Visually communicate function and behavior.

  • Visually show what; textually show which.

  • Obey standards unless there is a truly superior alternative.

  • Consistency doesn't imply rigidity.


Chapter 20

  • Users would rather be successful than knowledgeable.

  • All idioms must be learned; good idioms need to be learned only once.

  • Never bend your interface to fit a metaphor.


Chapter 21

  • Rich visual interaction is the key to successful direct manipulation.

  • Visually hint at pliancy .


Chapter 24

  • Provide an escape from dragging and inform the user about it.


Chapter 25

  • A dialog box is another room; have a good reason to go there.

  • The utility of any interaction idiom is context-dependent.


Chapter 26

  • A multitude of control-laden dialog boxes doth not a good user interface make.

  • Never scroll text horizontally.

  • Use bounded controls for bounded input.


Chapter 27

  • Provide a pedagogic vector with menus and dialogs.


Chapter 29

  • Use ToolTips with all toolbar and iconic controls.


Chapter 30

  • Put primary interactions in the primary window.

  • Dialogs break flow.


Chapter 31

  • All idioms have practical limits.


Chapter 33

  • User interface is not only skin deep.

  • Make errors as impossible as possible.

  • Users get humiliated when software tells them they failed.

  • No crisis inside a computer is worth humiliating a human.


Chapter 34

  • Do, don't ask.

  • Make all actions reversible.

  • Provide modeless feedback to help users avoid mistakes.


Appendix B: Design Tips

Chapter 2

  • Users don't understand Boolean logic.


Chapter 6

  • In early stage design, pretend the interface is magic.


Chapter 8

  • Optimize sovereign applications for full-screen use.

  • Sovereign interfaces should use conservative visual style.

  • Sovereign applications can exploit rich input.

  • Maximize document views within sovereign applications.

  • Transient applications must be simple, clear, and to the point.

  • Keep transient applications to a single window and view.


Chapter 9

  • Don't use dialogs to report normalcy.


Chapter 13

  • Save documents and settings automatically.

  • Put files where users can find them.

  • Disks are a hack, not a design feature.


Chapter 18

  • Offer shortcuts from the Help menu.

  • Offer the user a gallery of good-solution templates.


Chapter 21

  • Support both mouse and keyboard use for motion and selection tasks .

  • Single-click selects data or changes the control state.

  • Double-click means single-click plus action.

  • Mouse-down over data means select.

  • Mouse-down over controls means propose action; mouse-up means commit to action.

  • Indicating pliancy is the most important role of cursor hinting.

  • Use cursor hinting to show the meanings of meta-keys.


Chapter 22

  • Make selection visually bold and unambiguous.

  • Use system highlight colors to show selection.


Chapter 23

  • Drop candidates must visually indicate their receptivity.

  • The drag cursor must visually indicate the source object.

  • Any scrollable drag-and-drop target must auto-scroll.

  • Debounce all drags .

  • Any program that demands precise alignment must offer a vernier.