User interactions take many forms and the interface often
provides feedback or cues as users select or manipulate interface
elements. The following sections discuss feedback and cues. See
also Chapter 9 “Visual Presentation
Principles” for more information
on presentation principles.
Feedback |
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Consider user interactions as part of an ongoing dialog between
the user and the interface. Often, when people converse, the listener
provides feedback to the user to indicate that the message is being
received. Feedback is the application's return of a dialog (or other
cue) to the user's input.
As in dialogs between people, users appreciate feedback in
dialogs with the interface to help them understand what information
the system has received. Therefore, design your interface to provide
feedback that is subtle but consistent.
Also, provide transitions to help users follow the results
of their interactions. Think of transitions as providing a “storytelling”
aspect in the interface. In other words, use transitions to help
users understand the flow from one step to the next. Transitions
should be noticeable but subtle so that they are helpful to less
experienced users and do not annoy experienced users.
An example of a subtle transition is graduated boxes (sometimes
called zoom boxes or nested boxes) that appear when the user closes
a window. They tell the user that the view has been closed and the
data put away. If the window simply disappears, the user might think
that the information had been deleted.
As with static elements, all the visual variables can play
a role in communicating interaction cues and transitions, including
size, shape, movement, and color. However, interactive cues and
transitions can incorporate an additional important visual interface
concept: movement. Users react instinctively to movement. For example,
when a printer icon displays paper ejecting from the printer, the
user knows that the print job was successfully spooled. Therefore,
movement is one of the most powerful visual variables. To maintain
that potency, use movement sparingly and only where absolutely necessary.
Cues |
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Unlike feedback, a cue may alert the user unexpectedly, for
example, when a printer jam occurs.
Because graphical user interfaces are still mainly visual,
visual cues are numerous. When designing a new visual cue or set
of visual cues, avoid conflicts with preexisting cues. As with any
type of cue, efficiency of a visual cue depends on its timing. Carefully
choose when to display or remove a cue in relation to user action.
You can intensify the effect of certain visual cues by combining
them with appropriate audible cues.
For example, if a printer runs out of paper during printing,
the audible cue attracts user attention while the blinking sheet
of paper on the printer icon informs the user of the nature of the
problem. The interface can indicate a paper jam by another visual
cue, such as the paper on the printer icon changing color or shade.
For more information on cues, refer to Chapter 4 “Audible and Visual Interface
Cues”