Saturday 19 November 2011

Issues of the interface; Design and the desire for immediacy

Why have an interface?


'A means which people interact with a particular machine, device, computer programme etc.'


User interface provides:
- A means of input allowing users to manipulate the system.
- A means of output allowing the system to demonstrate the effects of the users manipulation. 


Interface allows immediacy and it is ultimately easier to use. It started off as wires being plugged into different sockets, then the development of punched tape eased the way for graphical interface. This then resulted in a command line being developed and it is the basic way to create html in the current day and age. 


Early interfaces were invented in the 60's. Ivan Sutherland invented early models of the sketch pad. Doug Englebert invented the mouse in the 1960's also, a piece of technology that is used in every computer today. 


As technology developed, so did interface. As time went on, people kept making it easier to use the computer:


- 1973 saw Zerox Alto have basic user interface
- Apple Macintosh then developed interface more in 1984
- By 1989, Microsoft Windows had the basic interface that would be in the majority of new computers.
These developments then lead on to technologies such as hand held computers (PDA's), the iPhone for example. 


As these developments in interface continued, the WIMPS model was then born , (Windows, Icons, Menus & Pointers). 
See & Point: Users interact with the computer by pointing at objects on the screen

- Direct manipulation: Users interact directly with objects in the interface (drag & drop)
- Metaphor: The interface is based on metaphors familiar from the non-computer world around us (desktop)
Consistency: Learning will be reduced if objects with a similar function always look & behave the same (icons)

- Forgiveness: User actions should generally be reversible. User warned if something will cause data loss (trash can)
- Perceived Stability: Elements in the computer interface should not be changed without the user’s involvement. (windows reappear as user left them)

What do you want to communicate?

Lisa Seaman, Designer for Hotwired said that these points will get the best results: 

'Don’t get too caught up with trends!
The job of design is to communicate a message.  Make sure your designs communicate that message
Hold onto it rigorously, like a bulldog to his bone! '

Barbara Kurh, creative director for Asylum said simplicity is the best way forward:

'Keep it simple
The power of good design is in its simplicity
Define the essence '

The design of interface goes back to art history: images, colour, typography, metaphors. Designers remember that colour is key as it creates mood. This then lead on to the idea of hierarchies. 


“The foundation of almost all good information architectures is a
well designed hierarchy”
Louis Rosenfeld & Peter Morvill

Interface in the 21st century is not just a list of guidelines, but a link of ideas to your audience. As interface is such a big part of technology, the gaming industry has now joined the bandwagon. This can be seen through vibration, touch pads, visual aids such as Xbox Kinect and the Wii. 

There are other interfaces that aren't just computers: oyster cards, bank cards, finger prints even. More and more technologies are becoming computer interfaces, is this a bad thing?

No comments:

Post a Comment