Firm foundation in the main hci principles, the book provides a working


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Human Computer Interaction Fundamentals

2.3 Summary
While most of the guidelines—specific or general—seem quite 
straightforward and are easy to understand, incorporating them in 
actual design and implementation is very difficult. Many guidelines 
are still at quite a high level, similar to the HCI principles, and leave 
the developer wondering how to actually apply them in practice. 
Another reason is that there are just too many different aspects to 
consider (especially for a large-scale system). Sometimes, the guide-
lines can even be in conflict with each other, which requires priori-
tizing on the part of the designer. For instance, it can be difficult to 
give contrast to an item for highlighting its importance when one is 
restricted to using certain colors, e.g., for a corporate identity pur-
pose. Another example might be when attempting to introduce a new 
interface technology (e.g., touch gestures). While the new interface 
may have been proven effective in the laboratory, it still may require 
significant familiarizing and training on the part of the user. It is 
often the case that external constraints such as monetary and human 
resources restrict sound HCI practice.
Figure 2.10 Status information (circled) shown in the process of a book purchase at Amazon.com.


2 7
S P E C I F I C H C I G U I D E L I N E S
There is no straight answer to how such conflicts can be managed 
and how to incorporate all the requirements simultaneously, particu-
larly under stringent external constraints. One must realize that all 
designs involve compromises and tradeoffs. Experienced designers 
understand the ultimate benefit and cost for practicing sound HCI 
design. In spite of the acknowledged aspect of “black art” to HCI 
design (in which good judgments are made by experienced develop-
ers), the HCI guidelines still help greatly to ensure overall usability 
and performance. In Chapter 3, we will study cognitive and ergo-
nomic knowledge (more theoretical), which, along with the principles 
and guidelines we have learned so far (more experiential), will be 
applied to HCI design.
References
1. Wikipedia. 2013. ISO 9241. http://en.wikipedia.org/wiki/ISO_9241.
2. Tidwell, Jennifer. 2010. Designing interfaces. 2nd ed. Sebastopol, CA: 
O’Reilly Media.
3. Leavitt, Michael O., and Ben Shneiderman. 2006. Research-based web 
design and usability guidelines. Washington, DC: US Department of 
Health and Human Services.
4. Smith, Sidney L., and Jane N. Mosier. 1986. Guidelines for designing user 
interface software. Bedford, MA: Mitre Corporation.
5. Caldwell, Ben, Michael Cooper, Loretta G. Reid, and Gregg Vanderheiden, 
eds. 2010. Web content accessibility guidelines (WCAG) 2.0. W3C. http://
www.w3.org/WAI/GL/WCAG20/.
6. Nokia. 2012. Guidelines for mobile interface design. http://www.
developer.nokia.com/Community/Wiki/Guidelines_for_Mobile_ 
Interface_Design.
7. Android. 2013. Multi-pane layouts. http://developer.android.com/
design/patterns/multi-pane-layouts.html.
8. Apple. 2014. iOS human interface guidelines. http://developer.apple.
com/library/ios/documentation/userexperience/conceptual/mobilehig/
MobileHIG.pdf.
9. Microsoft (Windows XP Design Team). 2001. Windows XP visual 
guidelines. Microsoft Corporation.
10. Blattner, Meera M., Denise A. Sumikawa, and Robert M. Greenberg. 
1989. Earcons and icons: Their structure and common design principles. 
Human–Computer Interaction 4 (1): 11–44.
11. Green, Paul, William Levison, Gretchen Paelke, and Colleen Serafin. 
1993. Suggested human factors design guidelines for driver information 
systems. Technical Report UMTRI-93-21. Ann Arbor: University of 
Michigan, Transportation Research Institute.


2 8
H U M A N – C O M P U T E R I N T E R A C T I O N 
12. Kalsbeek, Maarten. 2012. Interface and interaction design patterns for 
e-commerce checkouts. Master’s thesis, University of Twente. http://
essay.utwente.nl/62507/.



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