Canonical Abstract Prototypes for Abstract Visual and Interaction Design 
Abstract user interface prototypes offer designers a form of representation for specification and exploration of visual and interaction design ideas that is intermediate between abstract task models and realistic or representational prototypes. Canonical Abstract Prototypes are an extension to usage-centered design that provides a formal vocabulary for expressing visual and interaction designs without concern for details of appearance and behavior. A standardized abstract design vocabulary facilitates comparison of designs, eases recognition and simplifies description of common design patterns, and lays the foundations for better software tools. This paper covers recent refinements in the modeling notation and the set of Canonical Abstract Components. New applications of abstract prototypes to design patterns are discussed, and variations in software tools support are outlined.
Constantine, Larry L. Constantine and Lockwood (2003). Articles>User Interface>Interaction Design>Visual Rhetoric
Caroline Jarrett on User Interface Design
Jarrett is one of the authors of User Interface Design and Evaluation, a beginning text for technical communicators moving into user interface design. Jarrett says this book is a perfect start for users looking to add usability basics to their toolbox. She also talks about forms, and how the best forms are ones you barely notice.
Jarrett, Caroline and Tom H. Johnson. Tech Writer Voices (2007). Design>User Interface>Interviews>Forms
Case-Based Design Using Weakly Structured Information
Over 50% of the work done by the designer on a day-to-day basis is routine design that consists of reusing past design solutions (Moore, 1993). Despite of this fact, there are no tools that rationally support reuse of such solutions. Case-based design (CBD) has been pointed out as a promising aid to help this situation. In order to be of practical use, however, a case-based design system has to be able to use the information that the designer creates during the design process. The design information that the designer creates is today mostly in the form of weakly structured information, e.g. text documents, calculation documents, and 2D-drawings. This paper proposes an approach that enables capturing and representation of weakly structured information for the purpose of case-based structural design. The representation proposed allows us to apply most of the objectoriented abstract principles also on weakly structured information. It is also shown how the conceptual framework, the dependency structure, and the design process can be captured, represented, and used in CBD. The approach is successfully implemented into a prototype for reuse of computerized design calculation documents.
Johansson, Peter and Mina Popova. ITcon (2002). Design>User Interface>Information Design
Change Your Goal, Extend Your Role 
The author suggests expanding your role as a technical communicator to enhance software usability by creating better user interface labels and application messages. Henry bases his suggestions on an integrated user-centered information design (UCID) approach driven by product usability. He explains UCID, describes how to prepare for a new role as a 'designer of product usability,' and shows how to effectively design labels and develop application messages.
Henry, Pradeep. Intercom (2000). Design>User Interface>Usability
Clarifying Search: A User-Interface Framework for Text Searches
Current user interfaces for textual database searching leave much to be desired: individually, they are often confusing, and as a group, they are seriously inconsistent. We propose a four- phase framework for user-interface design: the framework provides common structure and terminology for searching while preserving the distinct features of individual collections and search mechanisms. Users will benefit from faster learning, increased comprehension, and better control, leading to more effective searches and higher satisfaction.
Byrd, Don, W. Bruce Croft and Ben Schneiderman. D-Lib Magazine (1997). Design>Information Design>User Interface>Search
Common Automotive Interaction Design Mistakes
People spend a great deal of time driving their cars, so cars should be as easy to use, and as effective as possible. However, most cars are filled with common design mistakes that are annoyances at the least, and often downright dangerous.
Baker, Adam. Merges.net (2001). Design>User Interface>Usability
Common Principles: A Usable Interface Design Primer
When users perform a transaction or action, their cognition is often split between learning and operating the system or user interface (UI). A well-designed UI allows users to focus the majority of their cognitive energy on learning, and offers no operational complications. This most general principle of usability is often called the 'transparent interface.' The transparent interface is commonly defined as one that maximizes user task completion and minimizes interfering factors, such as unnecessary interface complexity or performance.
Oppedisano, Rick. Usability Professionals Association (2002). Design>User Interface>Usability
Complex Dynamic Lists: Your Order Please
Help your site’s visitors reach their goals quickly with a dynamic menu that takes its cue from the Mac OS X Finder.
Heilmann, Christian. List Apart, A (2005). Design>Web Design>User Interface>DHTML
How does a user interface designer know that a given design will work? How does anybody develop enough confidence in a design to move it toward the real world? The methods designers use to evaluate user interfaces require training and experience. But the people who need to hire designers are unlikely to have those skills. How do the people who are paying the bills know they are getting good answers?
Krause, Brian R. Boxes and Arrows (2004). Design>User Interface>User Centered Design
Contextual Navigation Aids for Two World Wide Web Systems 
In spite of the radical enhancement of Web technologies, many users still continue to experience severe difficulties in navigating Web systems. One way to reduce the navigation difficulties is to provide context information that explains the current situation of Web users. In this study, we empirically examined the effects of 2 types of context information, structural and temporal context. In the experiment, we evaluated the effectiveness of the contextual navigation aids in 2 different types of Web systems, an electronic commerce system that has a well-defined structure and a content dissemination system that has an ill-defined structure. In our experiment, participants answered a set of postquestionnaires after performing several searching and browsing tasks. The results of the experiment reveal that the 2 types of contextual navigation aids significantly improved the performance of the given tasks regardless of different Web systems and different task types. Moreover, context information changed the users’ navigation patterns and increased their subjective convenience of navigation. This study concludes with implications for understanding the users’ searching and browsing patterns and for developing effective navigation systems.
Park, Joonah and Jinwoo Kim. Yonsei University (2000). Design>User Interface>Hypertext
Many products are doomed to interaction failure before the design has even begun. Learn just how far your responsibilites as a designer extend.
Nielsen Norman Group (2003). Design>User Interface
Create More Accessible UI with Dynamic Annotation
This article discusses dynamic annotation (DA), a feature that allows developers to improve the accessibility of their user interface.
Microsoft (2000). Design>User Interface>Accessibility
Creating a Digital World: Data As Design Material
The common wisdom is that we now live in the age of information; the freedom and access we have to data is unprecedented in history; and the efficiency and convenience of online commerce, research, and communication has already transformed our lives for the better. While this is true, of course, our excitement should be tempered by a few realizations.
Follett, Jonathan. UXmatters (2008). Articles>Information Design>User Interface>User Experience
Creating Text Equivalents for Images
This article is for developers and content editors seeking to supplement the visual elements of a user interface with text equivalents. This article describes what text equivalents are, why they are required, how to create them, and the best approach to writing and editing them.
Microsoft (2002). Design>User Interface>Accessibility>Visual
Critical Thinking in Web/Interface Design Part 1
At the heart of design and engineering is critical thinking. The ability to separate what is worthwhile from what isn't is the hallmark of the best in many fields, from film directors to project managers, programmers to designers.
Berkun, Scott. UIWeb (2001). Design>Web Design>User Interface
Critical Thinking in Web/Interface Design Part 2: Idea Generation
How do you cultivate good ideas? What process do you use? This issue discusses how critical thinking relates to generating and managing good ideas in design.
Berkun, Scott. UIWeb (2001). Design>Web Design>User Interface
The purpose of this study is to find out how English speaking computers causes the inconvenience of the non- English speaking users, especially Chinese, Japanese and Korean. Because these oriental scripts are based on ancient Chinese ideographic characters. I want to explore the language and culture differences of the these countries which may be critical factors in determining how software tools can best accommodate different user groups at the U. of Minnesota. I hope, by conducting this research, I can gain insights into appropriateness of certain interaction technologies indifferent cultural environments.
McDowell, Earl E. and Pi-hai Sun. STC Proceedings (1994). Design>User Interface>Accessibility>International
The purpose of this study is to find out how English speaking computers causes the inconvenience of non-English speaking users, especially Chinese, Japanese and Korean. Because these oriental scripts are based on ancient Chinese ideographic characters. I want to explore the language and culture differences of the these countries which may be critical factors in determining how software tools can best accommodate different user groups at the U. of Minnesota. I hope, by conducting this research, I can gain insights into appropriateness of certain interaction technologies indifferent cultural environments.
McDowell, Earl E. and Pi-hai Sun. STC Proceedings (1994). Design>User Interface>Accessibility>International
Debunking the Myths of User Interface Design
The software development industry is relatively young, rapidly evolving, and surprisingly little is automated. It is therefore an intensely human and social endeavor, having all the phenomena characteristic of any cultural activity -- communication issues, organizational issues, customs, values, fashions, and myths. It brings out the best and the worst in people. Personalities determine much of what happens. It is more like making movies than engineering cars. Software development would benefit greatly from extensive study by sociologists, anthropologists, and clinical psychologists. As we await such analyses, let's document some beliefs embedded in the culture of software development, specifically about user interface design. This article identifies a series of cultural myths and presents realistic conclusions from my extensive experience in user interface design.
Smith, Paul. IBM (2001). Design>User Interface>Programming>Organizational Communication
The screen may be flat, but the illusion of depth grows stronger. With Apple’s new operating system, OS X, the evolutionary trend of the user interface becomes clear. Starting as flat, monochromatic symbols, the Mac’s icons have become progressively more naturalistic, and the suggestion of depth created by layers of overlapping windows has been enhanced, first by the Classic bas-relief shading on the window frames, and now, with Aqua, the OS X interface, by the addition of feathered drop shadows cast by the windows.
Shinn, Nick. ShinnType (2002). Design>User Interface>Operating Systems>Macintosh
La Minería de Datos (Data Mining) es un término del que se hablado bastante en los últimos años. Sin embargo es sólo una parte de algo mucho más interesante: el Descubrimiento de Conocimientos o Knowledge Discovery.
Dursteler, Juan Carlos. InfoVis (2002). (Spanish) Articles>Information Design>User Interface
Design for Emotion: Ready for the Next Decade?
The experience profile of a product can be described in terms of these experiential components. Once such an experience profile has been properly defined, it must be translated in all product properties the designer can affect. It has an effect on the sensorial aspects of the product, but also on the way it functions, it affects the way people operate the product and even the way the product is marketed. In sum, the profile has an impact on all aspects that together shape the human-product interaction.
Hekkert, Paul and Pieter Desmet. uiGarden (2007). Design>User Interface>User Centered Design>User Experience
If you're familiar with the term user-interface (UI) design, you may think of it as the domain of software engineers. But software isn't the only product that has an interface - all products do, in fact. If you're one of the many designers who creates Web sites, PDF files, or other types of nonlinear or interactive publications, you can probably benefit from some of the principles of UI design.
Mullarky, Rick. Adobe Magazine (1998). Design>User Interface>Interactive
The Design of Browsing and Berrypicking Techniques for the Online Search Interface
The author argues for a new model of information retrieval called 'berrypicking.' This model attempts to be much more representative of the real behavior of information searchers than the traditional model of information retrieval.
Bates, Marcia. UCLA (1989). Design>User Interface>Search
Design of Haptic and Tactile Interfaces for Blind Users
Since computer use became more widespread in the 1980's and 1990's, considerable effort has been put into ensuring that the blind have equal access to state of the art techology. However, the dominance of graphical user interfaces and direct manipulation has reduced the effectiveness of old speech-based systems. This article discusses aspects of tactile and haptic interfaces, reviews current research on the topic, and provides design principles for practitioners culled from recent research.
Christian, Kevin. Universal Usability (2000). Design>User Interface>Accessibility>Visual
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