Publication Date: December 20, 1996
Emphasizing the User in Your Graphical User
Interface
By Sue Mellen
We've all seen them. Web pages or software
programs where colors and fonts are uninteresting or
unattractive, directions virtually unintelligible,
buttons too numerous or unfamiliar to be of any real
use, and links so deep and confusing they lead you
down long, unmarked trails toward oblivion. When you
finally make your way through the mess, you've made a
mental note to avoid the site or the application that
forced you to waste precious time unscrambling its
graphical user interface.
According to the experts, it is fairly easy to
create a GUI that's an object of pleasure, rather
than pain, for end users. If you keep users' needs
firmly in mind during the design and testing process,
your GUIwhether it's seen on a Web site, an
intranet or the front end of a piece of
softwareshould provide an enjoyable,
trouble-free experience, leaving users with only
kindly feelings toward your company and its products.
James Hobart, chief executive officer of Classic
System Solutions, Inc. in Brentwood, Calif., and an
authority on GUI design, says that all good GUIs have
a few basic characteristics in common. The top four
on his list are:
- Easy access
- Easy navigation
- Clear, easy-to-understand directions and
information
- Appropriate and interesting colors and fonts
Two Routes to User-Compatible GUIs
According to Hobart, there are two schools of
thought on how best to create GUIs that are at once
user-centered and graphically pleasing.
"People interested strictly in information
delivery feel GUIs should be very basic and simple,
with little concentration on graphics. On the other
hand, some of the graphics people are interested in
pushing the HTML (hypertext markup language) to its
limit on a site. I fall somewhere between the two
schools myself."
In fact, Hobart says, there is no such thing as a
one-size-fits-all GUI design. Different interfaces
can, and should, incorporate the basic
characteristics in different ways, depending on their
intended audiences, he says.
"If you are designing a marketing piece for
the Web, you probably want it to be fairly
graphically complex in order to stand up to the
competition. On the other hand, if youre
building a GUI for a corporate intranet, you should
be much more concerned about content. Your goal is to
give people within the company the information they
need," he says.
Whether simple or complex, your design should
conform to your users' idea of an easy ride through
your site or your application. One way to smooth out
any possible bumps is to conduct usability testing, a
process the Internet has made easier than ever
before, says Hobart.
"The Internet makes standard usability
testing incredibly easy. A simple response mechanism
built into your page will allow users to send you
instantaneous assessments of your design. In the
past, we had to rely on much slower, less direct
methods like mail surveys when testing
products," he says.
Another way to ensure the creation of an effective
GUI, is to put an experienced designer or architect
at the wheel of design project, rather than tacking
it on to the webmaster or project manager's long list
of responsibilities.
"The webmaster is already busy worrying about
content and working with a lot of different authors.
The GUI is bound to suffer unless someone is giving
full attention to the design," Hobart says.
Remember Grandma
Lisa Buyer, a senior design consultant with Vision
Enterprises, Inc. of Oak Brook Terrace. Ill., applies
what she calls "the Grandma rule" to GUI
development. It's her way of ensuring that an end
user will find a design fully intelligible.
"You need to be sure your GUI is really
written in the language of the user; and by that I
don't mean just writing it in English or German. The
developer should understand how the user interprets
material and then use that information to build a
design. You should ask yourself, 'If I were designing
this GUI for Grandma, could she follow the
directions?'" she advises.
And the best way to determine whether or not
Grandma could follow your GUI, she says, is to spend
some time leaning over the woman's shoulder. Too
often, she says, developers make assumptions about
how people do their jobs and interpret information,
without ever confirming the validity of their
theories. Rather than designing in a vacuum,
developers should, whenever possible, spend time on
the job with targeted end users, she says.
"If you are doing a design for a new grocery
store checking system, you need to go out and stand
next to the checkers to see how they really do their
jobs. Don't take the word of someone reporting in a
meeting how people do their jobs. They wont be
the ones actually using the interface."
If it's not possible to plant a designer on the
checkout line, Buyer suggests employing video cameras
("With an employee's full consent, of
course") or organizing focus groups of end users
who can assess your design in progress and suggest
modifications. And this user testing doesn't have to
add thousands of dollars to the project budget, she
says.
"I'm not talking about an expensive or
high-tech approach here. A lot of this can be done by
providing users with pencil-and-paper drawings of
screen layouts and then asking for their input,"
Buyer says.
Buyer also teaches developers to conduct Rogerian
interviews (based on the work of psychologist Carl
Rogers) to help customers communicate their precise
needs in a design. This involves listening carefully
to clients, then parroting their statements back to
them. In this process, users often remember important
points that have yet to be addressed, she says.
Both Buyer and Hobart emphasize that every GUI
should be built around a user's realnot
perceivedneeds. Sometimes that means a
developer has to be a chameleon capable of changing
perspective from designer to psychologist to grocery
checker in the blink of an eye.
"Developers are the only people around who
need to understand how to do their own jobs and their
end users' as well. That's the best way to build an
interface that really works," Buyer says.
Sue Mellen writes from Tyngsboro, Mass.
Resource note: Classic Systems
Solutions offers an online design forum through its
home page at http://www.classicsys.com.
James Hobart leads DCI's GUI Design
Workshop and Advanced
GUI Design Workshop. Lisa Buyer is an
on-site instructor for DCI. More information on DCI's
on-site training and consulting services is
available online,
by phone at (508) 470-3870, or by e-mail.