Conference Paper

Guidelines, standards, and style guides

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Abstract

Designing interactive computer systems to be efficient and easy to use is important so that people in our society may realize the potential benefits of computer-based tools .... Although modern cognitive psychology contains a wealth of knowledge of human ...

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... Currently, the WCAG are mainly a result of ideas and discussions in the WAI working group, since by nature, working toward standards is different from empirical research. An overview of guidelines, standards and style guides for human-computer interaction (HCI) is provided by Stewart and Travis (2003) WCAG's normative character, demonstrating positive impact on user behavior. Whereas HCI research has yielded many sets of user interface design guidelines , to date, it has solely focused on accessibility and technological aids for perceptually impaired people (cf. ...
... Many researchers have contributed to the development of user interface guidelines for sighted users (see e.g. , and the International Standards Organization (ISO) has published a vast body of work on them as well (as described in Stewart and Travis, 2003). ...
... This set of nine guidelines was constructed based on the two guidelines stated in Section 4.1, as well as qualitative insights from exploratory studies and interviews with blind ''power users'' (referred to in Section 3). In building these guidelines we followed the approach for human-centered design laid out in ISO 13407 (as explained in Stewart and Travis, 2003): Users were actively involved in interface conception; the two guidelines mentioned above were used to allocate function according to proper use of human skill; and the design solutions were iterated before the experiments started. ...
... Currently, the WCAG are mainly a result of ideas and discussions in the WAI working group, since by nature, working toward standards is different from empirical research. An overview of guidelines, standards and style guides for human-computer interaction (HCI) is provided by Stewart and Travis (2003). No empirical studies are referenced on the WAI website that would support the WCAG's normative character, demonstrating positive impact on user behavior. ...
... Many researchers have contributed to the development of user interface guidelines for sighted users (see e.g. Nielsen, 1994;Shneiderman and Plaisant, 2004), and the International Standards Organization (ISO) has published a vast body of work on them as well (as described in Stewart and Travis, 2003). ...
... This set of nine guidelines was constructed based on the two guidelines stated in Section 4.1, as well as qualitative insights from exploratory studies and interviews with blind ''power users'' (referred to in Section 3). In building these guidelines we followed the approach for human-centered design laid out in ISO 13407 (as explained in Stewart and Travis, 2003): Users were actively involved in interface conception; the two guidelines mentioned above were used to allocate function according to proper use of human skill; and the design solutions were iterated before the experiments started. ...
Article
Websites do not become usable just because their content is accessible. For people who are blind, the application of the W3C's Web Content Accessibility Guidelines (WCAG) often might not even make a significant difference in terms of efficiency, errors or satisfaction in website usage. This paper documents the development of nine guidelines to construct an enhanced text user interface (ETI) as an alternative to the graphical user interface (GUI). An experimental design with 39 blind participants executing a search and a navigation task on a website showed that with the ETI, blind users executed the search task significantly faster, committing fewer mistakes, rating it significantly better on subjective scales as well as when compared to the GUIs from other websites they had visited. However, performance did not improve with the ETI on the navigation task, the main reason presumed to be labeling problems. We conclude that the ETI is an improvement over the GUI, but that it cannot help in overcoming one major weakness of most websites: If users do not understand navigation labels, even the best user interface cannot help them navigate.
... As in many areas of accessibility, whether they be physical such as designing the entryway of a shop (ADA, 2019), or virtual such as creating a shopwindow website (Caldwell et al., 2008), the main tool used for accessibility are sets of guidelines and there are various sets that a designer might use (Barlet and Spohn, 2012;GAG, 2019). However, like usability, designing from guidelines remains challenging particularly as there is tension between making each guideline simultaneously general enough to be used to apply to a wide variety of games and yet specific enough to inform application to a particular game (Stewart and Travis, 2003). ...
... The issue, therefore, is one of evaluation versus generation. Guidelines are very useful for evaluating games and interactions but, as Stewart and Travis (2003) noted, are either too high level to be useful in informing design or too low-level to be widely applicable to new situations, such as game designers might be looking to do. To advance accessibility in games, how should we promote generative design that is forward thinking to the needs of users with disabilities, in a way where designers and developers can generate accessibility solutions specific to their games? ...
Article
Games represent one of the most significant cultural artefacts of this century. They are a massive force in economies around the world and are enjoyed by millions of players worldwide. With their cultural significance firmly in place, it is important to ensure that all people can participate in and play games in order to feel included in our wider society. For people with disabilities, games in particular provide a cultural outlet where they can be included with everyone else, and enabled to do things on an even footing with their non-disabled peers. However, this only happens if we create the necessary design environments that provide inclusive opportunities to game alongside the rest of the player base. Guidelines have been successful in raising awareness of accessibility in games and still function well for evaluating finished games. However, they are not the generative design thinking tools that developers need. Further in being divided to address specific disabilities, they are not capturing the diversity of needs of players with disabilities and the personalised and idiosyncratic adaptations that they make in order to play. We therefore propose developing a vocabulary and language of game accessibility which is no longer about whether someone can perceive or operate an interactive technology, but instead as to whether they can have the experience they want to have. We propose the structure for such a vocabulary showing that it needs to distinguish between access to controls, enablement to meet the challenges of the game and the player experience itself. We show how the intermediate-level knowledge embodied in guidelines can be reformulated in this way to be more generative and so support designers to develop games that deliver accessible player experiences.
... The ISO 9241 standards have had more impact (Stewart, 2000b;Stewart & Travis, 2002). Work on ergonomic requirements for VDT workstation hardware and the environment (ISO 9241 parts 3-9, section 3.1) began in 1983, and was soon followed by work on guidelines for the software interface and interaction (parts 10-17, section 2.1). ...
... Ergonomic standards such as ISO 9241 can also be used to support adherence to European regulations for the health and safety of display screens (European Union, 1990;Bevan, 1991;Stewart, 2000a). Stewart & Travis (2002) differentiate between standards which are formal documents published by standards making bodies and developed through a consensus and voting procedure, and published guideline that depend on the credibility of their authors. This gives standards authority, but it is not clear how many of the standards listed in this chapter are widely used. ...
Chapter
Over the last 20 years, HCI standards have been developed in the ISO ergonomics, user interface and software engineering committees. Most of the ergonomics standards contain guidelines and recommendations, while some of the user interface and software standards contain precise specifications. The standards in this chapter are described in five categories: context of use and user test methods; software interface, interaction and software quality; hardware interfaces and display terminals; the user centred development process; and the capability of an organisation to be user centred. Problems with the use of HCI standards are discussed.
... erefore, designers and developers are responsible for selecting the UI guidelines that form the specific design rules for a given application. e UI guidelines will also reduce the time (and hence the cost) of development, which is important from a practical perspective [31]. e proposed guidelines could free designers from timeconsuming mundane design processes, thereby improving the quality of Arabic user interfaces and the user experiences for Arabic users. ...
Article
Full-text available
Due to the importance of design guidelines in facilitating user experience and promoting efficiency, it is essential to determine the effectiveness of certain design guidelines for a specific population. There have been a number of challenges reported in the literature when designing learning courses for Arabic users. Confirming the suitability of design guidelines for specific users’ needs can be challenging in the context of the Arabic language. This is mainly due to the unique characteristics of this language, which contribute to users’ satisfaction with the interface. This study evaluated the feasibility of using Arabic User Interface (UI) guidelines for tablet PCs. The UI guidelines were developed, evaluated, and refined using the Delphi technique. A total of six UI design experts were recruited for this study. The results revealed a number of guidelines that can be used in the design of Arabic UI. The proposed guidelines can standardise the design of Arabic UI by offering future directions on how to effectively apply design principles for tablet PCs.
... If this generation is not made possible, at least a structured development life cycle is induced by the models. Literature is significant in this area: (Szekely 1996;Vanderdonckt and Puerta 1999;Paterno 1999;Kolski and Vanderdonckt 2002), Regarding evaluation of interactive systems, especially with respect to usability and accessibility (Nielsen 1993;Bastien and Scapin 2001), but also with respect to acceptability (Stephanidis 2009), many methods, techniques, and software also exist that offer ample possibilities depending on the availability of the user interface (vs a prototype of it) and real users (vs a representation of these users). For instance, when real users are not available, a model of these users is used instead. ...
Chapter
Human-Computer Interaction (HCI) and Artificial Intelligence (AI) are two disciplines that followed parallel trajectories for about four decades. They also both complement each other and overlap in various problem-rich domains. This chapter is far from being exhaustive, but provides a representative story of how HCI and AI cross-fertilise each other since their inception. It reviews the following domains: intelligent user interfaces and more specifically conversational animated affective agents; capitalisation, formulation and use of ergonomic knowledge for the design and evaluation of interactive systems; synergy between visualisation and data mining.
... Dix and colleagues [244] define them as the "direction for design, in both general and more concrete terms, in order to enhance the interactive properties of the system". Stewart and Travis [245] instead refer to them as "sets of recommendations from software providers or agreed within development organizations to increase consistency of design and to promote good practice within a design process of some kind". Informed by these definitions, in this systematic review we consider design guidelines as following: concrete recommendations that can inform interaction designers in the development of interactive software systems. ...
Thesis
More than other age group, older adults suffer from multiple chronic conditions, receive care from multiple healthcare providers and settings, and transition across this continuum of care as they age. During the last decade, we have observed the transformation of aged care worldwide both on organisational and legal levels due to an increasing older population from one side and the use of technology in their care from another. In addition, the involvement of family members as informal caregivers introduces the concept of a triad of aged care: a collaboration of senior patients, their relatives and professional caregivers; and poses additional challenges such as appropriate and efficient communication from the points of views of all care stakeholders. Hence, sharing of health and wellbeing information (HWBI) in the care triad becomes particularly important, and e-Health services have shown the potential to support this, for example, by becoming a channel that could mediate sharing, while taking into account the values and concerns of all groups of users. In this thesis, we explore existing strategies of HWBI sharing in various aged care scenarios and identify the challenges and opportunities of designing information systems that could support them. In particular, by conducting a systematic literature review and a series of user studies with all three groups of care stakeholders, we study if and how technology-based mediation of informational exchange can improve institutionalized care for older adults. We primarily focus on different dimensions of aged care scenarios, based on the involvement of triad stakeholders, the level of acceptance of technology, and the degree of control seniors have over sharing their HWBI. To gather design recommendations for such information systems, we investigate HWBI-related work practices of professional caregivers; information needs of family members, and information disclosure preferences and associated concerns of seniors, including their reasons to share or not to share. We raise a critical discussion on values addressed by e-Health interventions and illustrate the views of care stakeholders, revealing that these views can be conflicting, given their needs and priorities. For instance, tensions emerge between values that prioritise placing the responsibility on a physician for their patients versus a value system that prioritises patient autonomy. By discussing information and interaction design of technology-based mediation of HWBI sharing and based on the research findings of this thesis, we provide a set of design principles and requirements targeting the following areas and roles: - e-Health and HCI researchers, providing a foundation for their future research, - designers, who could benefit from a complete image of the abilities and needs of potential users in this sensitive and complex care context, - healthcare and legislation policies, that could adhere to a system of values that place a premium on patient empowerment, and - educational programs, that need to provide seniors and triad actors with the knowledge of how to share personal health information digitally. Finally, following a user-centred design approach, we implement these design recommendations and evaluate them with caregivers to validate our findings.
... Dix and colleagues [32] define them as the "direction for design, in both general and more concrete terms, in order to enhance the interactive properties of the system". Stewart and Travis [33] instead refer to them as "sets of recommendations from software providers or agreed within development organizations to increase consistency of design and to promote good practice within a design process of some kind". Informed by these definitions, in this systematic review we consider design guidelines as following: concrete recommendations that can inform interaction designers in the development of interactive software systems. ...
Article
Full-text available
The distinct abilities of older adults to interact with touchscreen devices has motivated a wide range of contributions in the form of design guidelines, which aim at informing the design for the aging population. However, despite the growing effort by the research community, many challenges still remain in translating these research findings into actionable design guidelines, with reports hinting scant adoption or implementation issues, which ultimately hurt the development of more accessible interactive systems. In this systematic literature review we look at the research-derived design guidelines that set the foundation for design guideline compilations and standards, analyzing the aforementioned issues from the perspective of experts trying to discover, classify, and evaluate the work on the area of touchscreen design guidelines for older adults. The review analyses 52 research articles resulting in 434 research-derived design guidelines for touchscreen applications. These guidelines are analyzed using a taxonomy that considered the older adults ability evolution and the design aspects that are target of the recommendations. The results point to the use of different definition of older adults, which go as early as 55+, with design of displays and interaction styles to accommodate to vision and dexterity declines as the most prominent areas of research. However, proposed guidelines and recommendations were validated in only 15% of articles analyzed. The analysis also revealed that identifying guidelines and characterizing their focus in terms of ability declines and design aspects addressed is a demanding activity and prone to error, given the quality of reporting and details offered in research articles.
... Les règles peuvent correspondentà des recommandations générales et indépendantes des domaines comme dans (Scapin, 1986;Smith et Mosier, 1986), etc. Elles peuvent aussiêtre regroupées dans des guides de style propresà un système, un environnement ou une organisation particulière. Actuellement, il existe de nombreuses sources décrivant des règles ergonomiques (Stewart et Travis, 2002) : normes internationales (ISO 9241, ISO/IEC 9126), nationales (HFES, AFNOR, BSI . . . ), rapports et livres de synthèse entrant dans le détail de critères et recommandations ergonomiques, standards issus d'entreprises, etc. La figure 3 classe ces cinq types de recommandations en fonction de leur niveau d'applicabilité : les standards sont considérés comme les sources de connaissances ergonomiques les plus générales, donc les plus largement applicables, mais aussi requérant le plus d'interprétation en fonction du contexte d'utilisation afin d'être correctement appliquées. ...
... Research on computer-human interaction suggests that the success of task completion is a function of information presentation and the users' cognitive abilities (Nielsen 1994;Shneiderman and Plaisant 2004;Stewart and Travis 2003). In this regard, cognitive load theory (Sweller 1988) assumes that the human cognitive architecture utilizes a short-term working, and a long-term storage memory, processing information and tasks. ...
... For this purpose, standard documents approved by international and European standard bodies are considered only, namely standards-identifications like " EN ISO " and " EN " . A possible and relevant weakness of standard documents can be seen in the consensus driven development: This process may result in general recommendations rather than practical solutions [7]. Nevertheless some documents contain more practical solutions than others. ...
Conference Paper
A usability evaluation based on international standards can be a challenging task. There is a large number of (potentially) useful standard documents and the theoretical knowledge represented by these sources has to be translated into practical solutions. As a part of a European project our approach enables involved end users to find appropriate usability standards for evaluating specific technologies. As a consequence a technology can be assessed regarding its current context of use and intended goals which are best known by the end users themselves. To make this possible, several standards were categorized using a decision tree. Additionally a scoring system was developed that rates these documents with respect to their clarity and applicability. To reduce the gap between theory and practice, additional information on how to use a specific document is provided.
... Error prevention and diagnosis are also important, and it is vital to consider what will happen in the event that an error occurs while submitting an article to the database, forwarding and updating the status, etc. Not only should the user be notified of this, but there needs to be an easy way for them to remedy the problem, at least temporarily [11]. ...
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... Guidelines were chosen because they are commonly compared to patterns in the pattern literature [26], [27], [32]. Molich and Nielsen's [40] guidelines were selected to be used because they are recognized as one of the three most influential sets of guidelines [56] and because Molich & Nielsen's [40] claim that almost all usability problems fit into one of the categories addressed by their guidelines. Recently Nielsen [43] addressed the claims that usability guidelines from years past may be obsolete and concluded that the majority of the guidelines from 20 years ago are still valid. ...
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For more than two decades much of the pattern language literature, within the field of Human Computer Interaction (HCI), has focused on the possible benefits pattern languages may provide, but there has been very little empirical work to support these claims. In fact, existing controlled studies show practically no benefit of using pattern languages in design. Despite this lack of evidence, interest in pattern languages continues. In this paper we examine how pattern languages are used in experimental settings and in the real world. We explore two questions here: Are pattern languages real? Are pattern languages useful? We argue that the answer to both of these questions is yes. As a community, we believe that we have been looking in the wrong places to find evidence of pattern languages and have been looking for the wrong benefits. Said differently, we have been overlooking the existence of and the benefits of pattern languages. This study began exploring pattern languages in a laboratory setting, but then continued that exploration in a real setting where we encountered evidence of the existence of pattern languages and of their benefits. By continuing these explorations, we argue that, the HCI community will then begin to see the benefits from all the great efforts in this area.
... Guidelines were chosen because they are commonly compared to patterns in the pattern literature [26], [27], [32]. Molich and Nielsen's [40] guidelines were selected to be used because they are recognized as one of the three most influential sets of guidelines [56] and because Molich & Nielsen's [40] claim that almost all usability problems fit into one of the categories addressed by their guidelines. Recently Nielsen [43] addressed the claims that usability guidelines from years past may be obsolete and concluded that the majority of the guidelines from 20 years ago are still valid. ...
... If it is possible to guide users so that mistakes can be avoided, this should be done (see e.g. ISO-9241, 1996ISO-9241, -2002Stewart and Travis, 2003). Following this line of thought, it seems reasonable that format restrictions should be explicitly stated in advance to help instruct respondents to report their answers in the desired format. ...
Article
Field format restrictions are often used in online forms to impose certain formatting and content rules on users, such as minimum password length or date entry format. In this study, the question whether and how format restrictions for fields in online forms should be communicated to Internet users was explored. In an online study with n = 166 participants, four ways to communicate format restrictions were investigated: (1) no visual format restriction, (2) format examples, (3) format specifications, and (4) both format restrictions (examples and specifications). Results show that providing details of any format restriction to users in advance leads to significantly fewer errors and trials. The most efficient way to communicate field format restrictions to users is by stating the imposed rule (format specification). Providing an additional example neither helps nor constrains users.
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Human Factors Engineering Standards for information processing systems (LMSC-D877141)
  • C M Brown
  • D B Brown
  • H V Burkleo
  • J E Mangelsdorf
  • R A Olsen
  • R D Perkins
Dialog specification procedures (Report 3129, revised)
  • R W Pew
  • A M Rollins