![]() ![]() It is possible to use smaller type sizes for areas of the screen that are read episodically, rather than continuously, such as menu bars. Larger sizes are also better for all-day use, in workplaces such as call centres. Headings should be between 14 and 20 point. (10 point is quite readable on paper but much less so on screen.) Typically, text between 11 and 14 point should be used. Because of the poor resolution of most screens, reading from the screen usually requires a larger type size than reading from paper. Sans serif typefaces are more suitable than serif typefaces for use on a screen: the resolution on screen is likely to be poorer than on paper, and the details of serif typefaces may be lost. A serif is the finishing stroke at the end of a letter. There are two main kinds of typeface: serif and sans serif. (These points have been adapted from Götz (1998), Hartley (1994) and Rivlin et al. When designing text for use on screen, you should be aware of the following points. There is some inconsistency in the literature concerning the definitions of font and typeface, but we feel these definitions are clear and useful. A particular font is made up of two components: the typeface, such as Times New Roman or Arial, and the type size, which may be within a range such as 8 point to 72 point. The term font is used widely in this context. ![]() Do not forget that your users may have poor eyesight. This is a complex area and it is hard to develop guidelines that apply in all circumstances, so you should apply these with care, always taking into account the needs of your particular users. Some of these also apply to text on paper. ![]() The bullet points below give guidelines for creating legible text for a UI. You must select text that is meaningful to your users. However, it is important to ensure that your text does not contain words or expressions that may be unclear to your readers. We do not cover how to write English that is appropriate for your particular readers here. We consider the first of these in this section. For example, an advertising website designed by a graphic designer may have shorter line lengths, and employ more colours and images than we would recommend. These differences have practical implications. This is different to a graphic designer, whose priority may be to create a design that is fresh and innovative. We are assuming that you want to communicate information and functionality in a simple but effective manner. It is important to be clear what you are trying to achieve when you use these components. These software components are usually relatively easy and cheap to change, but applying them in a consistent and thoughtful manner can make a big difference to the usability of the User Interface (UI). Many of these issues are also relevant to input devices, such as the choice of colour for the panic button in a train or the font chosen for entering text into a form-fill application. When can sound be useful? What are the different categories of sound and when should each be used? When is it useful to animate images? When can video clips be used to good effect? What are the different types of image? How do you choose the right one? Which colours go well together? How should colour be used in order to communicate information more effectively? How can we ensure that the colours we use have the correct connotations? How can we ensure that the text is legible? Which font should we use? How long should the lines be?Ĭolour. In particular, we concentrate on the following software components that form this feedback. We have relatively little control over the appearance or use of input devices, so we concentrate on the design of the feedback provided by output devices. Once we have chosen an interaction device for a user interface, we need to consider how to use it effectively. ![]() 1 Devices 1 1 Getting the best from interaction devices ![]()
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