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Design Tidbits

Updated: 11/07/2008

The Design Tidbits offer a growing selection of articles centered around UI and graphic design.

Recent Additions

Human Performance at the Computer Part 2: Making Applications More Responsive

Responsive11/07/2008: In this article, our author focuses on the aspect of improving system responsiveness. He points out that the challenge here is to find ways of reducing the waiting times for users even when processes are still running. He also shows that responsiveness is by no means a purely technical topic, because waiting times also impact users in certain ways. The article lists recommendations for making applications more responsive and concludes with discussing how control can be returned to users in the best possible way.

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Human Performance at the Computer Part 3: Perceived Performance

Glasses11/07/2008: In this article, our author focuses on perceived performance. He takes a look at the factors that influence how users perceive the system's and their own performance, and presents approaches to improving perceived performance.

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Human Performance at the Computer Part 4: On the Way to Performance-Oriented UI Guidelines

Guidelines10/14/2008: In the second article (even though named part 4...), our author focuses on improving the users' performance. He points out that user interface design plays a critical role in this endeavor and proposes to establish "performance-oriented" guidelines, which support UI designers and help them to improve the user's performance – or, at least, prevent them from degrading it.

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Human Performance at the Computer Part 1: Introduction

User at the computer10/14/2008: In previous articles, our author has discussed human performance at the computer and distinguished between three aspects of performance: system performance, system responsiveness, and human performance. There, he pointed out that in order to improve the overall performance of the human-computer system, all three aspects need to be optimized. In this series of four articles, he picks up the topic of human performance at the computer, includes new insights, and discusses performance-related issues that can be approached by UI designers.

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Waiting at the Computer: Busy Indicators and System Feedback Part 3

Progress bar initializing10/14/2008: In the third and final article of the series on system feedack, our author finally focuses on the important questions under which conditions and at which point in time the different types of feedback should be given.

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Waiting at the Computer: Busy Indicators and System Feedback Part 2

Loading animation09/19/2008: In the second part of this short series of three articles, our author looks at different types of feedback that can be given in the event of a delay: Immediate feedback and different forms of busy feedback, such as busy indicator feedback, working indicator feedback, as well as informed feedback, such as progress bars and system messages.

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Waiting at the Computer: Busy Indicators and System Feedback Part 1

Progress bar06/23/2008: In a short series of three articles, our author would like to discuss a "performance issue," namely, the "worst-case" scenario: Provided that further technical optimization is not possible and users have to wait at the computer for a certain amount of time, what can developers and designers do to make the waiting more tolerable for users?

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Golden Rules for Bad User Interfaces

Block user input even if it is not necessary Updated 06/04/2008: People like to do just the opposite of what one is proposing. Therefore, we thought that it might be a good idea to promote bad user interface design and collect "Golden Rules for Bad User Interfaces" – please help yourself (and do the opposite). We started this page with ten rules and are continually expanding our collection.

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User Interface Controls and Interaction Techniques of Horror

No-clue indicator03/13/2008: We would like to start a collection of "controls and techniques of horror," that is, a selection of user interface controls and interaction techniques that terrorize users in a number of ways be it that they annoy them, steal their time, mislead them, or whatever. We begin the collection with five examples, hoping that it will grow over time.

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