Hot answers tagged design-principles
Luke Wroblewski wrote about this in Top, Right or Left Aligned Form Labels (April, 2007). In it, he references eyetracking data from an article by Matteo Penzo called Label Placement in Forms (July, 2006). Matteo drew several conclusions from this study, including that right-aligned labels have a lighter cognitive workload for users: Alignment of ...
The holographic 3d gui in ironman 2 is awesome, see it in action on youtube
Apple Human Interface Guidelines
Some good examples here, but we can also look to SciFi, particularly movie and TV SciFi, for inspiration on what not to do. SciFi UIs are designed to tell a story to the audience, not make a good UI for the characters. Examples: Dedicated consoles or rooms for the UI, for example the sanctum for accessing Mother in Alien –the UI for which was basically a ...
Apple iPhone & iPad (iOS) User Experience Guidelines iPhone & iPad (iOS) User Interface Guidelines Mac OS X User Experience Guidelines Mac OS X User Interface Guidelines Google Android User Interface Guidelines Design Principles Google TV Web Site Optimization Resources Website Design & Content Guidelines BlackBerry Blackberry Browser ...
I think the best example you could look at is Ms Access. All the CRUD commands are in a Records group and the Find command is in the Find group!
Right-aligned, definitely. You can see this as a function of the Gestalt Grouping Principles: objects that are close together will be visually parsed together and interpreted as belonging together. Obviously, this is useful so people can read smoothly from label to text field. Therefore, by right-aligning the labels next to their corresponding text-fields, ...
Terminator augmented reality vision - some iPhone apps try to do this Also known as a HUD (Heads Up Display)
You guys might be interested in Access Main Computer File: http://accessmaincomputerfile.net/
The ribbon was designed for programs with a lot of commands, CRUD application tend to have just a few commands so maybe the ribbon is not the right UI to begin with. You can do what MS did when they designed the ribbon, take as many people as you can (that know the field, preferably customers) give then a list of tabs/groups and a few command and let them ...
The desk interface from the movie "The Island". Interesting blend somewhere between Microsofts Surface and more tactile products like Siftables.
I also like Alan Cooper's About Face 3: Essentials of Interaction Design as a resource, as well as the quick and dirty Nielsen Heuristics
A couple of thoughts come to mind: I wouldn’t worry too much about consistency with the legacy forms especially if you’re rolling out the new forms in a short period of time. Soon those old forms will be a dim memory, neither a help nor a hindrance to the new design’s performance. It’s not so bad if different forms look different if those differences in ...
According to the Wikipedia page on Gestalt psychology, Christian von Ehrenfels introduced the concept in his work Über Gestaltqualitäten (On the Qualities of Form, 1890). That appears to be the original published work on Gestalt as a concept in psychology. It might be worth following the Gestalt psychology topic on Quora to see if some interesting ...
Sometimes I'll position my labels immediately above or sometimes immediately to the left of form elements. It simply depends on space constraints of the page I'm working with. But once I make my decision I'm consistent it with it. There are a couple guidelines I follow for each case: If you place the label above the textbox, make sure you provide ...
Interface from "Matrix Reload" in Zion Docking Seaquence source http://artect.net/?p=784 "Ghost in the shell Stand Alone Complex" first season, virtual chat (9 episode) and when kids create firewalls in 3d in social welfare facility (11 episode) don't have image. View of robots from animatrix 3d map from X-Men don't have image Update There is nice ...
Tron (1982) showed a device very similar to a multi-touch surface. The one used to communicate with the MCP.
There are no hard, universal rules for designing any particular class of software. The design of your application will vary radically depending on the most likely use-cases for it, and the kind of tasks you imagine it being used for. If, for example, you imagine your user creating lots of small scripts from scratch (perhaps to manage automated tests, for ...
Yes, you can create nearly identical GUI across multiple platforms. Most operating systems mandate only the status bar to be visible at all times (some, like Symbian and Blackberry, even allow 100% full-screen mode). The only differences would be in the look of controls, which are often under the control of the OS (e.g. drop-down lists). Although anything ...
Firstly, it's a given that whatever you do, you need to test it with your users. Whatever we suggest is taken to be a good first start. That said, I think that YouTube's design is not very good. As you rightly point out, people usually click on the up or down vote icons near the counter - which is to be expected. The counter indicates the current voting, ...
Minority Report is usually one that people mention. Microsoft Kinect is definitely a step in that direction, at least in a hardware sense. However, I think we ultimately end up with a mind/machine interface. For a different direction, take a look at the Aurora Concept Browser.
The IDE market is highly competitive. Before you start - what are you going to offer users that others don't?
Whilst they do have their uses, I don't really like UIAlertView: They all look exactly the same. There's no easy way to distinguish between a 'just letting you know' message and 'this will delete all the things' message in a quick instant. It usually ends up with the user always pressing OK or similar to get back to what they were doing. Customising the ...
Good interface is like good architecture. There's no one formula, but general concepts that are shared with most design: grids, scale, proportion, focus, contrast, texture, flow, orientation, etc.
Consistent behavior, adequate appearance IMO you need to clarify (for us, or maybe for yourself) what needs to be consistent, and what not. Consistent behavior means: Things that look the same should behave the same. Adequate appearance means: the look helps the user predict the functionality. With these ad-hoc definitions by humble me, they are not ...
I would imagine that most introductory psychology texts would touch on the gestalt principles. Two useful books that I have that cover them quite well are: Visual Thinking for Design by Colin Ware Information Dashboard Design by Stephen Few The first focuses more on underlying principles of visual perception, the second is much more applied. Both have a ...
I was really blown away by the realistic UI of the Iron Man suit. It seemed like it was actually "designed" rather than just being part of the "effects." If that makes sense. The suit followed his eye movements and depending on what he looked at, the system provided information on that object. The UI even gets streamlined with the Mark 3 suit. Really ...
And did you guys/gals forgot about the LCARS, the Star Trek GUI/OS used in the Next Generation TV series? :) http://en.wikipedia.org/wiki/LCARS
Anyone interested in the subject should definitely check out Nathan Shedroff´s notes from his presentation at dconstruct/ux week. Make It So: What Interaction Designers can Learn from Science Fiction Interfaces (19MB PDF)
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