KDE User Interface Guidelines
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Layout and Presentation

Summary

  • Choose a presentation strategy appropriate for the volume and type of information.
  • Design layout to convey information through spatial relationships.
  • Always position a control in the same place.

Acknowledgements

Bits of this page have been pilfered from Bruce Tognazzini's website. The spatial presentation section is taken from Jef Raskin's column; it contains excerpts from notes for a talk called "Space Craft: Perceptual Aids for Cognitive Activity", by Kevin Mullet, (former?) product designer for Macromedia.

Information Presentation

Scaling as the number of objects increases

Presenting objects (that's user interface objects, such as files, folders, applications) as icons works when there are few icons (less than 100), and the icons look different. If the icons look the same (like Folders) and the differentiaion is purely textual, then there's little point in using icons.

Between 100 and 50000 items we use lists, with a fast, convenient search mechanism. The search mechanism becomes more useful (and important) the more items in the list. At 2000-2500 items users don't bother browsing the list; they use the search.

Above 50000 items we start using search-only mechanisms.

As an aside: MS Windows (and KDE) has a facility called tooltips where a small description is displayed by an icon if your cursor lingers over it. The point is that if the icons are so hopeless that they need this feature, why don't we just display the text in the first place?

Layout and Spatial Presentation

Spatial information is available at the earliest stages of information processing.

Spatial relationships should be used to reveal internal relationships more explicitly. Carefully designed layout will help users orient themselves, locate information, and navigate efficiently.

The same button should always appear in the same absolute screen location (failing this, in the same position relative to the window location). Organise screens so that you don't have to jump around to follow the workflow. Consecutive tasks should have adjacent widgets to accomplish them.

Contents
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Meta:
   Introduction
   Summary
   Resources
   Changelog

Layout and
Graphic Design:
   Fitts' Law
   Colour and Animation
   Layout and Presentation
   2D is better than 3D
   Web Page Design
   Program Classification

Task Design and
Human Performance:
   Simplify User Tasks
   Reduce Latency
   Habituation
   Noun-verb Ordering
   Interaction History
   Metaphors

Misc:
   The Anti-Mac Interface
   Writing Manuals
   Validation and Errors
   Tog's Principles
   Neilsen's Principles

KDE Analysis:
   KMail
   KFM/Konqueror

Contact Alistair: abayley@bigfoot.com
Last updated: 17-March-2000 09:50