 |
|
|
|
|
|
| |
<<Previous | 1
| 2 | 3
| 4 | 5 | Next>>
|
|
Some windows might require both keyboard and mouse usage. For example,
a user may type in search criteria, then use the mouse to scroll the long
list of found items and select one. In such cases, design the task flow
so that keyboard objects are grouped together, resulting in only one "jump"
to the mouse. By the way, we can eliminate even more mouse clicks in search-and-list
functions. If the search results in only one item, consider displaying
that record immediately, bypassing display of the list box and subsequent
mouse click (see Figure 4).
|
|
Figure 4. Avoid requiring the user
to mouse-click on a list that displays only one item after a search.
Consider showing the item record immediately. Display the list only
when more than one item results from the search.
|

|
|
|
Reduce Intellectual Work
Issue: Although using the mouse to select
a menu option appears easy (after all, it's Rodentia
Plasticae), we can still create mind-bending problems for the user
(see the left side of Figure 5). How sort
out the many options, even though one click will do it?
Solution: Figure out how to "unpack"
the choices into "bite-size" chunks. We estimate that 25% of
our work as screen designers involves unpacking complex logic into simple
steps. Note that unpacked work allows the user to take an action after
reading a short instruction. (Win95 wizards do this well.) Yes, it's an
extra mouse click, but certainly less intellectual work (see the right
side of Figure 5).
Reduce Motor Work
Issue: Motor work is physical work,
like moving the mouse pointer to a target or reaching over to move the
mouse in the first place. How can we efficiently reduce such work "expenses"
for the corporation and the user?
|
|
Figure 5. In seeking to minimize mouse
clicks, do not make the intellectual work overwhelming. Fit the
mouse clicks to the work, not the work to the mouse click. Avoid
Tyrannosaurus rodentia plasticae.
|

|
|
|
Figure 6. A sample page from our "Widget
Selection Rules" used in our GUI standards. It coordinates
the work of developers and provide interface consistency for users.
|

|
|
| |
<<Previous | 1
| 2 | 3
| 4 | 5 | Next>>
|
| |
GUI Articles List
|
|
 |
|