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Topic: Human Interface Guidelines


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In the News (Fri 17 Feb 12)

  
  OLPC Human Interface Guidelines - OLPC
They provide an in-depth view of the various features of Sugar, the laptop user interface, and focus closely on the parts of the UI that pertain directly to software development and the ways in which applications, presented as "activities," interact with the operating system.
All activities and interfaces should be designed in such a way as to be simple and intuitive to users of all age groups, nationalities, and levels of computer experience.
In order to surface this at all times in the interface, the right-hand edge of the Frame provides an easily accessible list of all the individuals a child is collaborating with in the currently active activity, represented by their colored XOs.
wiki.laptop.org /go/OLPC_Human_Interface_Guidelines   (10590 words)

  
  Bringing Design to Software Profile 4 - Macintosh Interface Guidelines   (Site not responding. Last check: )
The guidelines defined a comprehensive design language, as described by Rheinfrank and Evenson in Chapter 4, and were supported by the availability of a programmers' toolbox, which facilitated developers writing programs that followed the guidelines.
The Macintosh interface design language included visual and syntactic details, such as the names of standard menu items, and deeper functional elements, such as the use of a clipboard with universal cut, copy, and paste commands to be provided in a standard way in every application.
In all human languages, rules are made to be broken—creative innovation violates previous conventions.
hci.stanford.edu /bds/4p-guidelines.html   (998 words)

  
 Human Interface Guidelines - Definition, explanation
Human Interface Guidelines (HIG) is a software development document which offers application developers a set of recommendations for creating a common look and feel with other applications in a particular desktop environment, by enumerating specific policies.
The central aim of a HIG is to create a consistent experience across the environment (generally an operating system or desktop environment), including the applications and other tools being used.
HIGs should be taken at face value, the recommendations and advices are meant to help developers create better applications, but developers are naturally free to break them if they think that the guidelines does not fit their application.
www.calsky.com /lexikon/en/txt/h/hu/human_interface_guidelines.php   (364 words)

  
 Apple Matters | Human Interface Guidelines: The Mac Zealots' Con?
Human Interface Guidelines are nothing more than a set of guidelines by interface designers for developers so their software is consistent with the interface.
Every HIG was written to give people guidelines so that their applications operate similarly enough to others so that the users don’t have to learn how to use a computer from scratch every time they use a different program.
I don’t know what human psychocomputerometry theories Apple have based their evangelism of it, but the theories of people like Siracusa that the interface should use physical metaphors really make sense to me. And prodding something to see what happens is a very basic, instinctive human behaviour.
www.applematters.com /index.php/section/comments/human-interface-guidelines-have-you-been-conned   (7536 words)

  
 User-Interface Guidelines   (Site not responding. Last check: )
Guidelines are presented at the next level and all lower levels (e.g., 5.1.2, 5.1.2.1, 5.1.2.2, 5.1.2.2.1).
Guidelines are not listed in order of importance, but they are listed according to level of detail.
The guidelines are intended for use by development teams in generating project-specific style guides to ensure consistency across developers of particular user interfaces.
usability.gsfc.nasa.gov /use/Ug_96   (1336 words)

  
 Apple Human Interface Guidelines: Introduction to Apple Human Interface Guidelines
The user interface features, behaviors, and appearances deliver a well-organized and cohesive user experience available to all applications developed for Mac OS X. These guidelines are designed to assist you in developing products that provide Mac OS X users with a consistent visual and behavioral experience across applications and the operating system.
The implementation of Apple’s human interface principles make the Macintosh what it is: intuitive, friendly, elegant, and powerful.
It explains the specific user interface components available to you and includes extensive guidelines on how to use and implement them in your application.
developer.apple.com /documentation/UserExperience/Conceptual/OSXHIGuidelines/XHIGIntro/chapter_1_section_1.html   (1077 words)

  
 The Art of Human-Computer Interface Design by Brenda Laurel, Editor
Irrespective of the measure, interface design is gradually emerging as a much-needed and timely approach to reducing the awkwardness and inconveniences of human-computer interaction.
Laurel defines the interface as a "contact surface" that "reflects the physical properties of the interactors, the functions to be performed, and the balance of power and control." (p.xiii) Incorporated into her definition are the "cognitive and emotional aspects of the user's experience".
Such interfaces "blend with the task", and "make tools invisible" so that "the technology is subervient to that goal".
www.cdli.ca /~elmurphy/emurphy/laurel.html   (1338 words)

  
 Interface Design
In other words, the Human Interface Guidelines carry about the same weight as the familiar guideline to eat, sleep, and breathe, if you happen to be interested in good health.
Apple's Human Interface Group is heading in the right direction when it listens to the insights of Anne Nicol.
This broader perspective on interfaces in general harks back to Brenda Laurel's introductory remarks about a rounded doorknob being "biased towards the hand." The goal of interface designers, then, is to make the interface biased towards the operations of the human mind.
www.his.com /~pshapiro/art.of.human.html   (3385 words)

  
 GUIdebook > ... > “Apple Human Interface Guidelines” > Foreword
An interface is not merely a visual display – in fact, it’s possible to have an interface with no visual display at all.
A human interface is the sum of all communication between the computer and the user.
Because these applications evolved in parallel with the Human Interface Guidelines, none of them is a perfect implementation of the guidelines: where the application differs from the guidelines, follow the guidelines.
www.guidebookgallery.org /books/applehumaninterfaceguidelines/foreword   (722 words)

  
 KDE Usability Project - KDE Human Interface Guidelines
The Human Interface Guidelines are part of an important set of documents which describe how KDE applications behave and look.
The guidelines document knowledge gathered by KDE developers as well as experts in the various fields that these guidelines touch.
While a standards compliant guideline is being created, the version that has been the KDE styleguide for two major versions is still online and largely up to date.
usability.kde.org /hig   (171 words)

  
 Topa: My Way: Human Interface Guidelines
HIG are nothing but documents which provide a set of recommendations which are to be followed while developing Graphical User Interface based Applications.They serve as a set of recommendations for the software developers while developing new software.These are not rules,just guidelines on how an application will "interface" on UI terms with the underlying Operating System.
Hence each Operating System has it's own set of Guidelines on UI standards.The main aim of HIG is to make a third party application "behave well" with the other applications that make up the operating system and hence giving you a consistent look.
Linux has two separate HIG documents,one for GNOME and one for KDE,it's two main Desktop Environments.Linux as such is just the kernel and the Desktop Environments exist independent of the kernel unlike Windows and Mac OS wherein "some part" of the GUI is interwoven with the kernel.
toufeeq.blogspot.com /2005/11/human-interface-guidelines.html   (414 words)

  
 Theocacao: Thoughts on Human Interface Guidelines
Even if there was a document, the Apple application teams and the OS team are going to continue to move forward on their fronts, so the document would likely be obsoleted quickly after it is published, and possibly always out of date.
Guidelines here would be much appreciated from Apple as I don't foresee many new Leopard apps coming out from Apple for a while to use as a model.
It's better for the apps to take a life of their own, see what works, and adapt the HIG to what worked after the fact (which is how we got the HIG in the first place).
theococoa.com /document.page/326   (2793 words)

  
 The GNOME Development Site
Both specific advice on making effective use of interface elements, and the philosophy and general design principles behind the GNOME interface are covered.
These guidelines will help you write applications that are easy to use and consistent with the GNOME desktop.
To help you achieve these goals, these guidelines will cover basic interface elements, how to use them and put them together effectively, and how to make your application integrate well with the desktop.
developer.gnome.org /projects/gup/hig   (497 words)

  
 Guidelines
Volume1, Human System Interface Design Review Guidelines: Process and Guidelines, is the principal technical document and provides a detailed discussion of both the review procedures and HFE guidelines.
The purpose of this standard is to present human engineering design criteria, principles, and practices to achieve mission success through integration of the human into the system, subsystem, equipment, and facility, and achieve effectiveness, simplicity, efficiency, reliability, and safety of system operation, training, and maintenance.
Specifically, these guidelines are applicable to the design and engineering work performed by pertinent vendors, NSSS suppliers, and the A/E. These guidelines are intended to safely all pertinent regulations and adhere to industry standards as well as to minimize the probability of operator error.
csm.kumoh.ac.kr /link/guidelines.htm   (1472 words)

  
 Theocacao: Thoughts on Human Interface Guidelines
Even if there was a document, the Apple application teams and the OS team are going to continue to move forward on their fronts, so the document would likely be obsoleted quickly after it is published, and possibly always out of date.
Guidelines here would be much appreciated from Apple as I don't foresee many new Leopard apps coming out from Apple for a while to use as a model.
It's better for the apps to take a life of their own, see what works, and adapt the HIG to what worked after the fact (which is how we got the HIG in the first place).
theocacao.com /document.page/326   (2764 words)

  
 COS 368 Guidelines, Widgets, and Layout
The guidelines often are just that, guidelines with very little motivation as to why they are set as they are.
They are not as detailed in their guidelines but do give reasons for the ones the present.
The data gathering methods and intellectual framework of experimental psychology are used not to understand humans, but to find out how well or poorly they can work with computer systems with the purpose of improving those systems.
www.cs.usm.maine.edu /~welty/cos368/topics/guidelines_widgetsAndLayout.htm   (2667 words)

  
 The GNOME Journal: Three Simple Tips for Interface Design You Should Know
Claus Schwarm shows you why the HIG is important and some subtle ways in how to utilize the HIG in simple but not always obvious ways.
The HIG is not just a collection of usability principles, it’s also a sort of unofficial standard.
The remaining window type mentioned by the HIG is “Assistants.” It’s the most simple type: there’s not much to learn about it—just try to prevent using it by all means.
gnomejournal.org /article/44/three-simple-tips-for-interface-design-you-should-know   (2274 words)

  
 gmane.comp.kde.devel.guidelines
Of course, in some cases the HIG is only "guidelines" and suggestions, but in other cases it indeed is clear instructions for how things should and shouldn't be.
These scenarios should focus on 1) the kind of information provided by the guideline (re: the guideline wireframe from my hig report), the organization and structure of the guidelines section, and its integration with the other sections (meta data which points them to and from sections, index, etc.).
HIG ----------------- I ORGANIZATION Workgroups As discussed in the working groups meeting (http://muse.19inch.net/~jr/tmp/restrict/working-groups-mindmap.png) there will be four working groups to enhance coordination within KDE, communication between parts of KDE, delegation and funding.
blog.gmane.org /gmane.comp.kde.devel.guidelines?set_lines=100000   (2734 words)

  
 MacKiDo/Bibliography/Interface
Macintosh Human Interface Guidelines - don't let the name fool you, this applies to all GUI's.
Windows Interface Guidelines for Software Design - it was not a bad rip-off of Apple's HI Guidelines.
Apple's Human Interface Guidelines and Mac OS 8 Human Interface Guidelines.
www.mackido.com /Interface/Bibliography.html   (647 words)

  
 Human Interface Guidelines - Fast Light Toolkit (FLTK)
This document describes guidelines for FLTK-based user-interfaces which are used by the FLTK developers for the widgets and applications that ship with FLTK.
Since FLTK is a cross-platform toolkit, the layout and design guidelines described here may conflict with those recommended by your favorite vendor or environment.
Widgets are the user interface controls that the user interacts with to perform some task.
www.fltk.org /hig.php   (1311 words)

  
 Human interface guidelines
These are the interface principles followed by segusoLand.
Unfortunately these guidelines are not compatible with those of KDE and Gnome.
Any interface decision will be taken with this use in mind.
segusoland.sourceforge.net /hig.html   (2607 words)

  
 Suggested Readings in Human-Computer Interaction (HCI), User Interface (UI) Development, & Human Factors (HF) :
This set of guidelines is widely used in military systems, but is based on mid-80s technology with little on graphical user interfaces.
Although the information is difficult to apply directly to user interface development (say, compared to a good GUI styleguide), a better understanding of the human side of the interface (the user in the user interface), human capabilities and limitations, is useful to understand why design choices are made, and how to make better choices.
Perhaps the most popular human factors text, but with little material for user interface developers, because the covered technology is about 10 years behind the publication date.
www.hcibib.org /readings.html   (2337 words)

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