Practically a better approach would be learning to keep in view the needs and motives of the client when formulating a design, by applying Jakob Nielson and Rolf Molich’s ten user interface method.
These heuristics have been recognized by numerous of the items manufactured by a few of the foremost effective companies within the world such as Apple, Google, and Adobe.
Further proof of how their design team consolidates these rules into the design method is reflected within the user interfaces rules distributed and shared by these companies.
This article will enable you to take after the 10 rules of thumb in your design work so you can enhance the convenience, utility, and allure of your design.
Nielson and Molich's ten user interface design guidelines:
1. View of system status:
The client should always be notified of the system operation with understandable the and highly apparent status pictured on the screen during an adequate the amount of time.
2. Match between the system and the real world:
Based on the audience, the designer should learn to reflect the language and idea users would find in the ordinary world. A logical representation and utilizing user’s experience from the real world will help in curtailing the cognitive burden and make the system easier to be used.
3. User’s control and autonomy:
The system should be devised in such a way where user is given enough space to undo or redo his prior actions.
4. Consistency and standard:
The interface designers should guarantee that both the diction and graphic components should be retained across the same setting. For example the same icon should be used on different screens to represent the same concept.
5. Error deterrence:
It is highly recommended that a system should be formulated which minimalize the omissions as much as possible as sometimes its vexing for the user to deal with errors that are beyond his knack.
6. Commendation rather than recall:
Minimize the cognitive burden manifesting only task-related data on the screen. Comprehending something is easier than recalling as recognition involves signs that help in reaching into our substantial memory and enabling the relevant data to emerge.
7. Flexibility and efficiency of use:
To achieve fewer interactions that allow faster navigation designers should use abbreviations, hidden commands, function keys, etc. A user should be given space to customize the interface according to his needs.
8. Aesthetic and discreet design:
The presentation should only be reduced to the crucial elements of the relevant task while still giving a clearer and detailed view of the content.
9. Help users acknowledge, analyze and deduce errors:
The error messages should be formulated in easy and simple language as the user is unable to understand complex terminologies.
10. Help and documentation:
Documentation becomes vital when depending upon the kind of solutions provided to the client. When the user requires help, assure that it is easily located and relevant to the problem. User should be guided through the essential steps towards a solution.
Designers should avoid using “tech-speak” in their interfaces and instead utilize language, phraseology, and concepts that users might encounter in the real world.
Reduce cognitive strain and make systems easier to use by presenting information in a logical order and piggybacking on expectations users may have established during real-world interactions.
Users should be able to customize or adjust the interface to their specific needs, allowing them to do routine tasks in a more convenient manner.
Because every useless information competes for the user’s limited attentional resources, retrieval of relevant information may be hampered.
Designers should presume that their consumers are unfamiliar with technical terms, therefore error messages should be written in plain English.
When you design a user interface keeping in view the 10 rules of thumb of Neilson and Molich, you will not only end up with a more user-friendly but also aesthetically pleasing design and like the most powerful and successful companies like Apple, Google etc you will be able to create the most usable and desirable user interface.