Application Design Articles & Videos

  • Ephemeral Web-Based Applications

    Usability tests of 46 Flash applications identified basic issues related to the ephemeral nature of Web-embedded apps. Some findings restate old truths about GUIs; others reflect the Net's new status as nexus of the user experience.

  • Customers as Designers

    The Internet is undoing the industrial revolution's emphasis on mass-produced products; now everybody can get exactly what they want. But designing the product you want is hard, and current design interfaces are not good enough for novice designers (i.e., all normal customers).

  • Reset and Cancel Buttons

    Most Web forms would have improved usability if the Reset button was removed. Cancel buttons are also often of little value on the Web.

  • Saying No: How to Handle Missing Features

    Instead of making users wander indefinitely and frustratingly around a site looking for something that's just not there, tell them if it lacks a frequently requested feature

  • When to Open Web-Based Applications in a New Window

    Applets are divided into two categories: functionality applets that need to open in a new window and content applets that should stay on the browser page.

  • The Difference Between Web Design and GUI Design

    Designing for the Web is different from traditional user interface design. Fundamentally, the designer gives up a lot of control to the user - get used to it: WYSIWYG is dead

  • The Need for Speed

    All usability studies show that fast response times are essential for Web usability: let's believe the data for once! Advice for speeding up sites despite the fact that bandwidth is going down, not up.

  • The Anti-Mac Interface

    We reverse all of the core design principles behind the Macintosh human interface guidelines to arrive at the characteristics of the Internet desktop.

  • Response Times: The 3 Important Limits

    How users react to delays in a user interface, whether website or application. The 3 main response time limits are determined by human perceptual abilities.

  • A Layered Interaction Analysis of Direct Manipulation

    The concept of direct manipulation is usually viewed as a single characteristic of a class of interaction styles. Here, direct manipulation is analyzed according to a detailed layered interaction model, showing that it has quite different effects on the dialogue on the different levels. In particular, the "no errors" claim may be true at the syntax level but not at several of the levels above or below that level. Furthermore, a unified framework is presented for conceptualizing Direct Manipulation, What You See Is What You Get (WYSIWYG), Transparency, Immediate Command Specification, Arcticulatory Directness, and Computational Appliances according to a layered interaction view.

  • Assessing the Usability of a User Interface Standard

    User interface standards can be hard to use for developers. In a laboratory experiment, 26 students achieved only 71% compliance with a two page standard; many violations were due to influence from previous experience with non-standard systems. In a study of a real company's standard, developers were only able to find 4 of 12 deviations in a sample system, and three real products broke between 32% and 55% of the mandatory rules in the standard. Designers were found to rely heavily on the examples in the standard and their experience with other user interfaces. Thovtrup, H., and Nielsen, J. (1991). Assessing the usability of a user interface standard. Proc. ACM CHI'91 Conf. Human Factors in Computing Systems (New Orleans, LA, 28 April-2 May), 335-341.