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Icons
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Don't expect to save much of user's time with icons.
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At best, icons save about 300 milliseconds in speed over a label
alone. That's about one third of a
second!
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Unless developing for expert users, use labels with icons.
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Most icons must still be "learned" to be understood.
Sidestep the learning curve by adding labels to your icons.
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You can save space with an unlabeled toolbar or icon palette, but
this requires training users to expert levels.
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If you need to save space on labels, and the application is used
often enough to permit easy recall of the icon meaning, then use
a palette, toolbar, or ribbon.
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Use icons primarily to increase "flash", but don't forget
the costs.
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Icons are a nifty way to enhance the visual attractiveness of an
application. But consider the possible costs in increased development
time, user training, and lack of keyboard access for activating
an icon button.
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Reinforce a metaphor with icons.
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If your application uses a metaphor, like a paint program, make
the controls more concrete and easier to learn with contextually
related icons. They increase satisfaction and may reduce training.
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Don't make users work hard when selecting actions.
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For a keyboard-oriented application, avoid toolbar icons for frequent
actions. Users may find icons hard to select from the keyboard.
Function keys give quicker keyboard access and they avoid typing
errors associated with Alt and Ctrl modifiers. Also, keep functions
positioned on the screen as part of a left-right, top-down task
flow.
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Mouse
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Don't make users switch between mouse and keyboard frequently
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Fast typists lose up to 8 keystrokes to reach for the mouse. Slow
typists only lose about 3 keystrokes. Consider these costs when
designing keyboard intensive screens like data entry. Consider using
function keys, "hot keys", or accelerator keys to access
buttons for experts using the keyboard.
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Design for a mouse when the task calls for occasional updates that
use large cursor movements
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When data changes are scattered across the screen, a mouse can
let the user move quickly to the desired field. Use mouse-oriented
widgets such as radio buttons to make the point-and-click selection
easier. If space is limited, a drop-down list box accommodates mouse
usage as well.
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Remember the benefits of a mouse over typing
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A mouse lets you draw using trial-and-error! Extend this to non-typing
situations such as analog controls for setting valve opening and
where approximate input values are fine. Make these systems easy
for non-touch-typists.
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Recognize practical user limitations for mouse usage
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Some users may have difficulty with the eye-hand coordination required
for the mouse, or users may be standing--a difficult position for
mouse control. Sometimes the environment may not support a mouse
(e.g., cluttered work space, corrosive fumes).
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