This is a set of general design principles for Macintosh computer programs.
It is taken from Apple's "Human Interface Guidelines: The Apple Desktop Interface",
Addison-Wesley, 1989.
Apple General Design Principles
- Metaphors from the real world
- Use concrete metaphors and make them plain, so that users have a set
of expectations to apply to computer environments.
- Whenever appropriate, use audio and visual effects
that support the metaphor.
- Direct manipulation
- Users want to feel that they are in charge of the computer's activities.
- See-and-point
(instead of remember-and-type)
- Users select actions from alternatives presented on the screen.
- The general form of user actions is noun-then-verb,
or "Hey, you --- do this."
- Users rely on recognition, not recall; they shouldn't have to remember
anything the computer already knows.
- Most programmers have no trouble working with a command-line interface
that requires memorization and Boolean logic.
The average user is not a programmer.
- Consistency
- Effective applications are both consistent within themsolves
and consistent within one another.
- WYSIWYG
(What you see is what you get)
- There should be no secrets from the user, no abstract commands
that only promise future results.
- There should be no significant difference between what the user
sees on the screen and what eventually gets printed.
- User control
- The user, not the computer, initiates and controls all actions.
- Feedback and dialog
- Keep the user informed.
- Provide immediate feedback.
- User activities should be simple at any moment,
though they may be complex taken together.
- Forgiveness
- Users make mistakes; forgive them.
- The user's actions are generally reversible;
let users know about any that aren't.
- Perceived stability
- Users feel comfortable in a computer environment
that remains understandable and familiar
rather than changing randomly.
- Aesthetic integrity
- Visually confusing or unattractive displays
detract from the effectiveness of human-computer interaction.
- Different "things" look different on the screen.
- Users should be able to control the superficial appearance
of their computer workplaces -- to display their own style
and individuality
- Messes are acceptable only if users make them
-- applications aren't allowed this freedom.
Although this document is not exactly brand new, most of the principles
still are very relevant for human-computer interface design.
Franz Kurfess
Last modified: Thu Sep 23 16:42:57 EDT 1999