good user interface | allows the user to always get out, go back or undo an action |  |
allows the user to cancel out of a dialog box |  |
allows the user to set system preferences so she always feels in control |  |
allows the user to undo an action that may have changed data in the system |  |
appears uncluttered |  |
arranges elements in straight lines or several columns |  |
asks the user to confirm an action if it can have serious consequences and cannot be undone |  |
avoids technical jargon and acronyms in text |  |
does not have too many pages, each with only a small amount of information, because the user will have to spend much time navigating and will become lost |  |
does not use too many different colours, fonts or graphics |  |
ensures that the user does not have to navigate anywhere to do subsequent steps of a task |  |
explains a situation in adequate detail and helps the user to resolve a problem when something goes wrong |  |
follows usability principles |  |
follows look-and-feel standards |  |
has different modes for beginners and power users if the system is complex |  |
has easy-to-understand help |  |
has informative error messages which tell the user the exact thing that has gone wrong and exactly how to correct the problem if possible |  |
has response time of a second or less for operations such as saving most data, moving between windows, obtaining help, and obtaining the first feedback from any longer operation |  |
has response time that appears instantaneous for operations such as tracking the cursor, popping up of menus and echoing of input |  |
has adequate response time |  |
informs the user about where they are located among the various windows and pages |  |
informs users of the progress of operations, changes of state, and of their location as they navigate |  |
is good enough that the user rarely needs to access the help system |  |
is understandable by all users |  |
is usable by people with disabilities |  |
is a subtopic of 7.5 - Usability Principles |  |
is internationalized |  |
is a kind of user interface |  |
mimics other applications, while avoiding copyright infringements and duplicating the weaknesses of other applications |  |
only displays essential information, while allowing the user to request additional information by navigating to another dialog box, tab or page |  |
provides adequate customization capabilities or preferences settings so that the user has the freedom to adapt the system to his or her needs |  |
reduces the amount of reading and manipulation the user has to do |  |
shows an indication of progress for operations that are time consuming |  |
takes into account locale-dependent features |  |
uses a progress bar to inform the user what is going on if an operation is taking more than a few seconds |  |
uses appropriate coding techniques |  |
uses good labels to ensure all coding techniques are fully understood by users |  |
uses grouping, colour and fonts to help highlight the organization of information |  |
uses similar layouts and graphic designs throughout the application |  |
warns if the response time for an operation will be more than 15-20 seconds so that the user can do something else while waiting or choose not to perform the operation |  |
warns the user, before they perform an action, if it cannot be undone |  |
user interface | can take over half of all development effort |  |
is often the most complex part of the system to design, and the part that is most likely to cause users to perceive a lack of quality |  |
is abbreviated as UI |  |
should always be tested on users |  |
was simpler in the early days of computing |  |