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Chapter 11 Introduction

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Presentation Style: Function and Fashion

Introduction

Interface design has yet to match the high art of architecture or trendiness of clothing design. However, we can anticipate that as the audience for computers expands, competition over design will heighten. Early automobiles were purely functional and Henry Ford could joke about customers getting any color as long as it was black, but modern car designers have learned to balance function and fashion. This chapter deals with four design issues that are functional issues with many human factors criteria, but also leave room for varying styles to suite a variety of customers. They are: error messages, nonanthropomorphic design, display design, and color.

User experiences with computer-system prompts, explanations, error diagnostics, and warnings play a critical role in influencing acceptance of software systems. The wording of messages is especially important in systems designed for novice users; experts also benefit from improved messages. Messages are sometimes meant to be conversational as modeled by human-human communication, but this strategy has its limits because people are different from computers and computers are different from people. This may be obvious, but a section on nonanthropomorphic design seems necessary to steer designers towards comprehensible, predictable, and controllable interfaces.

Another opportunity for design improvements is in the layout of information on a display. Cluttered displays may overwhelm even knowledgeable users; but with only modest effort, well-organized information-abundant layouts can reduce search time and increase subjective satisfaction. Large, rapid, color, high-resolution displays offer many possibilities and challenges for designers. Some guidelines are useful, but there are too many variables and situations to ensure success without repeated trials even by experienced designers.

Recognition of the creative challenge of balancing function and fashion might be furthered by having designers put their names and photos on a title or credits page, just as authors do in a book. This is commonly done in game and some educational software, and seems appropriate for all software. Credits provide acknowledgment for good work, and identify the people responsible. Having their name in lights may also encourage designers to work a bit harder, since their identities will be public.


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Last Updated: 6 August 1999