CS1015 User Interface Design
CS1015 USER INTERFACE DESIGN
AIM
To implement the basics and in-depth knowledge about UID. It enables the students to
take up the design the user interface, design, menu creation and windows creation and
connection between menu and windows.
OBJECTIVES
‡ 7o study the concept of menus, windows, interfaces.
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UNIT I
8
Introduction-Importance-Human-Computer
interface-characteristics
of
graphics
interface-Direct manipulation graphical system - web user
interface-popularity-characteristic & principles.
UNIT II
10
User interface design process obstaclesusabilityhuman characteristics in design
-Human interaction speed-business
functions-requirement analysis-Direct-Indirect
methods-basic
business
functions-Design
standards-system
timings
-
Human
consideration in screen design - structures of menus - functions of menus-contents of
menu-formatting -phrasing the menu - selecting menu choice-navigating menus-graphical
menus.
UNIT III
9
Windows:
Characteristics-components-presentation
stylestypesmanagementsorganizationsoperationsweb systemsdevicebased controls: characteristicsScreen
-based controls: operate control - text boxes-selection control-combination control-custom
control-presentation control.
UNIT IV
9
Text for web pages - effective feedback-guidance &
assistance-Internationalization-accesssibility-Icons-Image-Multimedia -coloring.
UNIT V
9
Windows layouttest :prototypes kinds of tests retest Information search
-visualization - Hypermedia - www - Software tools.
TOTAL : 45
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CS1015 User Interface Design
© Einstein College of Engineering
UNIT IIntroductio n
• Defining the User
Interface It is the parts of the computer and its software that people can touch ,
feel, talk to ,or otherwise understand and direct. It is a sub field to Human-computer interactionstudy.
User interface design is a subset of a field of study called human computer
interaction. (HCI).
HCI is the study,planning and design of how people and computers work
together.User interface has 2 components: Input, Output
Input is how a person communicates his or her needs or desires to the computer.
Ex. Keybord,mouse.
Output is how the computer conveys its results of its computations and requirements to the user.
Ex. Display screen
Importance of good design:
• The Importance of Good
Design Its very important to our users.
It is the window to view the capabilities of the system
The reasons for ineffient and confusing design is,
• No care on design
• Not enough time
• Not knowing what really makes good design
• Not possessing common sense.
A well designed interface and screen is very important to the users.it is the main window to
view the capabilities of the system.A screen design affect a person in a variety of ways. If the
design is confusing and inefficient, people will have greater difficulty and make more
mistakes,Chase some people away from the system.It also leads to aggravation,frustration and
increased stress.
Benefits of good design:
• Poor clarity forced screens force the users to take more time to
process. The screen clarity and reability is done
by making
screens less crowded.Seperate items are placed in separate
lines.
• Reformatting enquiry screens with good design principles
• Increase productivity
• Good recognization of the system
CS1015 User Interface Design
Human Computer
Interface:The humantcomputer interface can be described as the point of communication
between the human user and the computer. The flow of information between the human and
computer is defined as the loop of interaction. The loop of interaction has several aspects to it
including:
• Task Environment: The conditions and goals set upon the user.
• Machine Environment: The environment that the computer is connected to, i.e a laptopin a college student's dorm
room.
• Areas of the Interface: Non-overlapping areas involve processes of the human and
computer not pertaining to their interaction. Meanwhile, the overlapping areas only
concern themselves with the processes pertaining to their interaction.
• Input Flow: The flow of information that begins in the task environment, when the user
has some task that requires using their computer.
• Output: The flow of information that originates in the machine environment.
• Feedback: Loops through the interface that evaluate, moderate, and confirm processes
as they pass from the human through the interface to the computer and back.
Introduction of the Graphical User
Interface:A graphical user interface (GUI), often pronounced gooey , is a type of user i nterface
that allow
s users to i nteractwith programs i n more ways thantyp i ngsuch as
computers. Graphical user interfaces, such as M i crosoft Windows and the one used by the AppleMac i ntosh , feature the following basic
components:pointer : A symbol that appears on the d i splay screen and that you move to · select
objects and commands . Usually, the pointer appears as a small angled arrow. Text
-processing appl i cat i ons , however, use an I -beam po i nter that is shaped like a capital I .
· pointing device : A dev i ce , such as a mouse or trackbal l, that enables you to selectobjects on the display
screen.
·icons : Small pictures that represent commands, fi l es , or windows . By moving the
pointer to the icon and pressing a mouse button, you can execute a command or convert the icon into a window. You can also move the icons around the display
screen
as if they were real objects on your desk.
· desktop : The area on the display screen where icons are grouped is often referred to
as the desktop because the icons are intended to represent real objects on a real
desktop.
· windows: You can divide the screen into different areas. In each window, you can run
a different program or display a different file. You can move windows around the display
screen, and change their shape and size at will.
· menus : Most graphical user interfaces let you execute commands by selecting a
choice from a menu.
CS1015 User Interface Design
© Einstein College of Engineering
Advantages• Symbols recognized faster than text
• Faster learning
• Faster use and problem solving • Easier remembering • More natural • Exploits visual/spatial cues
• Fosters more concrete thinking • Provides context • Fewer errors • Increased feeling of control • Immediate feedback • Predictable system responses • Easily reversible actions
• Less anxiety concerning use
• More attractive
• May consume less space
• Replaces national
• Easily augmented with text
• Low typing requirements
• Smooth transition from command language system Disadvantages • Greater design complexity • Learning still necessary
• Lack of experimentally-derived design principles
• Inconsistencies in technique and terminology
• Working domain is the present • Not always familiar • Human comprehension limitations • Window manipulation requirements • Production limitations
• Few tested icons exist
• Inefficient for touch typists
• Inefficient for expert users
• Not always the preferred style of interaction
• Not always the fastest style of interaction
• Increased chances of clutter and confusion
• The futz and fiddle
• May consume more screen space
• Hardware limitations
CS1015 User Interface Design
Characteristics Of The Graphical User Interface:
• Sophisticated Visual Presentation
• Pick-and-Click Interaction
• Restricted Set of Interface Options • Visualizatio n • Object Orientation • Use of Recognition Memory • Concurrent Performance of Functions Direct Manipulation
System:Direction manipulation system is one in which the user is able to select an object and
then specify which actions are to be taken.
• System is portrayed as extension of real world
• Continuous visibility of objects and actions• Virtual
reality • WYSIWYG
• What you see is what you get
• Actions are rapid and incremental with visible display of results
• Incremental actions are easily reversible
Example:
The "trash" on the desktop is an excellent example of direct manipulation within
computer systems. Users can see both the trash and the files or folders they want to move to
the trash. They then physically select the files and drag them to the trash can. While the user isdoing this, all of the selected files move as well, illustrating which items the user has
selected.
When the mouse is placed over the trash, there is a shading indication that it has been selected.The user then has to release the mouse button to move the files to the trash. If there are
many
files, a dialogue box will show up illustrating the progress of moving files to the trash. Once the
action is completed, the files are no longer visible in their original location. The user can changeher mind at any time while dragging the files to the trash. Even after placing them there,
they
can as easily be taken out of the trash and put back in place.
Indirect Manipulation
• Results
from:• Operations being difficult to conceptualize in the graphical system
• Graphics capability of the system being limited
• Amount of space available for placing manipulation controls in the window
border being limited •
Difficulties for people to learn and remember all the necessary operations and
CS1015 User Interface Design
© Einstein College of Engineering
Web UserInterface:• Interaction Styles
• The Graphical User Interface• The Popularity of
Graphics
• The Concept of Direct Manipulation
• Advantages / Disadvantages
• Characteristics of the Graphical User Interface
• The Web User
Interface• The Popularity of the Web
• Characteristics of a Web Interface
• The Merging of Graphical Business Systems
and the Web
• Characteristics of an Intranet vs. Internet
• Extranets
• Principles of User Interface Design
• Principles for the Xerox STAR
• General Principles
The Blossoming of the World Wide Web:
The World Wide Web, abbreviated as WWW and commonly known as the Web, is a
system of interlinked hypertext documents accessed via the I nternet . With a web browser , one
can view web pages that may contain text, images, videos, and other mu l t i media and navigatebetween them via hyperl i nks.
Functions of
WWW:The terms Internet and World Wide Web are often used in every-day speech without
much distinction. However, the Internet and the World Wide Web are not one and the same.
The Internet is a global system of interconnected computer networks. In contrast, the Web is
one of the services that runs on the Internet. It is a collection of interconnected documents and
other resources, linked by hyperlinks and URLs. In short, the Web is an appl i cat i on running on the Internet. Viewing a web page on the World Wide Web normally begins either by typing the
URL of the page into a web browser , or by following a hyperl i nk to that page or resource. Theweb browser then initiates a series of communication messages, behind the scenes, in order
tofetch and display it.
First, the server-name portion of the URL is resolved into an I P address using the global,
distributed I nternet database known as the Domain Name System (DNS). This IP address is necessary to contact the Web server . The browser then requests the resource by sending an HTTP request to the Web server at that particular address. In the case of a typical web page,
the
HTML text of the page is requested first and parsed immediately by the web browser, whichthen makes additional requests for images and any other files that complete the page
image.
Statistics measuring a website's popularity are usually based either on the number of page viewsor associated server ' h i ts' (file requests) that take
place.
While receiving these files from the web server, browsers may progressively render the page onto the screen as specified by its HTML, Cascad i ng Sty l e Sheets (CSS), or other
CS1015 User Interface Design
composition languages. Any images and other resources are incorporated to produce the
on-screen web page that the user sees. Most web pages contain hyperl i nks to other related pagesand perhaps to downloadable files, source documents, definitions and other web
resources.
Such a collection of useful, related resources, interconnected via hypertext links is dubbed a web of information. Publication on the Internet created what T i m Berners-Lee first called
theWorldWideWeb (in its original Came l Case , which was subsequently discarded) in
November1990.
The Popularity of the Web:
The Web we know now, which loads into a browser window in essentially static
screenfulls, is only an embryo of the Web to come. The first glimmerings of Web 2.0 are
beginning to appear, and we are just starting to see how that embryo might develop. The Web
will be understood not as screenfulls of text and graphics but as a transport mechanism, theether through which interactivity happens. It will [...] appear on your computer screen, [...]
on
your TV set [...] your car dashboard [...] your cell phone [...] hand-held game machines [...] maybe even your microwave oven.Her use of the term deals mainly with Web design andaesthetics; she argues that the Web is "fragmenting" due to the widespread use of
portableWeb-ready devices. Her article is aimed at designers, reminding them to code for an
ever-increasing variety of hardware. As such, her use of the term hints at t but does not directlyrelate to t the current uses of the
term.
The term did not resurface until 2003. These authors focus on the concepts currently
associated with the term where, as Scott Dietzen puts it, "the Web becomes a universal,
standards-based integration platform".In 2004, the term began its rise in popularity when
O'Reilly Media and MediaLive hosted the first Web 2.0 conference. In their opening remarks,
John Battel l e and T i m O ' Rei ll y outlined their definition of the "Web as Platform", where
software applications are built upon the Web as opposed to upon the desktop. The unique aspect of this migration, they argued, is that "customers are building your business for
you".
[10 ]
They argued that the activities of users generating content (in the form of ideas, text, videos, orpictures) could be "harnessed" to create value.O'Reilly et al. contrasted Web 2.0 with what
theycalled "Web 1.0". They associated Web 1.0 with the business models of Netscape and theEncyc l opedia Britannica On li ne . For
example,Netscape framed "the web as platform" in terms of the old software paradigm: their
flagship product was the web browser, a desktop application, and their strategy was to use theirdominance in the browser market to establish a market for high-priced server products.
Controlover standards for displaying content and applications in the browser would, in theory, give
Netscape the kind of market power enjoyed by Microsoft in the PC market. Much like the
"horseless carriage" framed the automobile as an extension of the familiar, Netscape promoted
a "webtop" to replace the desktop, and planned to populate that webtop with information
updates and applets pushed to the webtop by information providers who would purchase
Netscape
servers.In short, Netscape focused on creating software, updating it on occasion, and
distributing it to the end users. O'Reilly contrasted this with Google, a company which did not atthe time focus on producing software, such as a browser, but instead focused on providing
a
service based on data. The data being the links Web page authors make between sites. Google
exploits this user-generated content to offer Web search based on reputation through its "page
CS1015 User Interface Design
© Einstein College of Engineering
rank" algorithm. Unlike software, which undergoes scheduled releases, such services are
constantly updated, a process called "the perpetual
beta". A similar difference can be seen between the Encyclopedia Britannica Online and
Wikipedia: while the Britannica relies upon experts to create articles and releases them
periodically in publications, Wikipedia relies on trust in anonymous users to constantly and
quickly build content. Wikipedia is not based on expertise but rather an adaptation of the open
source software adage "g i ven enough eyebal l s, al l bugs are sha ll ow" , and it produces and updates articles
constantly.O'Reilly's Web 2.0 conferences have been held every year since 2004, attracting
entrepreneurs, large companies, and technology reporters. In terms of the lay public, the term
Web 2.0 was largely championed by bloggers and by technology journalists, culminating in the2006
T I ME magaz i ne Person of The Year t "You" . That is, T I ME selected the masses of users who
were participating in content creation on soc i al networks , blogs, wikis, and media sharing sites.The cover story author Lev Grossman
explains:It's a story about community and collaboration on a scale never seen before. It's about
the cosmic compendium of knowledge Wikipedia and the million-channel people's network
YouTube and the online metropolis MySpace. It's about the many wresting power from the few
and helping one another for nothing and how that will not only change the world, but also change the way the world
changes.
Since that time, Web 2.0 has found a place in the lexicon; in 2009 Global Language Mon i tor declared it to be the one-millionth English
word.
Characteristics of a Web
Interface: Web 2.0 websites allow users to do more than just retrieve information. They
can build on the interactive facilities of "Web 1 . 0" to provide "Network as p l atform"
computing,allowing users to run software-applications entirely through a browser. Users can own the data
on a Web 2.0 site and exercise control over that data. These sites may have an "Architecture ofparticipation" that encourages users to add value to the application as they use
it.
The concept of Web-as-part i c i pat i on-platform captures many of these characteristics. BartDecrem, a founder and former CEO of Flock, calls Web 2.0 the "participatory Web" and
regards
the Web-as-information-source as Web 1.0.
The impossibility of excluding group-uuŒミÁZ}}v[š }všŒ]µšš}šZ‰Œ}À]ミ]}v}(P}}ミ ミ
from sharing profits gives rise to the possibility that rational members will prefer to withhold
their contribution of effort and free-ride on the contribution of others. This requires what is
sometimes called Rad i cal Trust by the management of the website. According to Best, the
characteristics of Web 2.0 are: rich user experience, user participation, dynamic content,
metadata, web standards and scalab ili ty. Further characteristics, such as openness, freedom andcollective intelligence by way of user participation, can also be viewed as essential attributes
of
CS1015 User Interface Design
Principles Of User Interface Design: General Principles• Accessibilit y • Aesthetically Pleasing • Availabilit y • Clarit y • Compatibilit y • Configurabilit y • Consistenc y • Contro l • Directness • Efficienc y • Familiarit y • Flexibility • Forgiveness • Immersion • Obviousness • Operability • Perceptibilit y • Positive First Impression • Predictabilit y • Recover y • Responsivenes s • Safety • Simplicity • Transparenc y • Trade-offs • Visibilit y Accessibilit
y • Systems should be designed to be usable, without modification, by as many people as
possible. Aesthetically
Pleasing• Provide visual appeal
by:• Providing meaningful contrast between screen elements
• Creating groupings
• Aligning screen elements and groups • Providing three-dimensional
representation
• Using color and graphics effectively and simply
Availabilit
y • Make all objects available at all times.
• Avoid the use of modes. Clarit
CS1015 User Interface Design
© Einstein College of Engineering
• The interface should be visually, conceptually, and linguistically clear, including:• Visual
elements • Functions • Metaphors • Words and text Compatibilit
y • Provide compatibility with the following:• The user
• The task and job • The product
• }‰ššZµミŒ[ミ‰Œ ‰ミ š]ÀX Configurabilit
y • Permit easy personalization, configuration, and reconfiguration of settings.• Enhances a sense of
control
• Encourages an active role in understanding
Consistenc
y • A system should look, act, and operate the same throughout. Similar components should: • Have a similar look • Have similar uses • Operate similarly
• The same action should always yield the same result.
• The function of elements should not change.
• The position of standard elements should not change.
Inconsistency
causes:• More specialization by system users
• Greater demand for higher skills
• More preparation time and less production time
• More frequent changes in procedures
• More error-tolerant systems (because errors are more likely)
• More kinds of documentation
• More time to find information in documents
• More unlearning and learning when systems are changed
• More demands on supervisors and managers
• More things to do wrong Contro
l • The user must control the interaction.
• The context maintained must be from the perspectiv e
of the user.
• The means to achieve goals should be flexible and compatible with the user's
skills, experiences
, habits
and
preferences.
• Avoid modes because they constrain the actions available.
• Permit the user to customize the interface but provide defaults.
Directness
• Provide direct ways to accomplish tasks.
CS1015 User Interface Design
• Available alternatives should be visible.
• The effect of actions on objects should be visible.
Efficienc
y • Minimize eye and hand movements, and other control
actions.• Transitions between various system controls should flow easily and freely.
• Navigation paths should be as short as possible.
• Eye movement through a screen should be obvious and sequential.
• vš]]‰ššZµミŒ[ミÁvšミvvミÁZvÀŒ‰}ミミ]oX Familiarit
y • Employ familia
r concepts and use a language that is familiar to the user • <‰šZ]všŒ(všµŒoUu]u]l]vPšZµミŒ[ミZÀ]}Œ ‰ššŒvミ • Use real-world metaphors Flexibility
• A system must be sensitive to the differing needs of its users, enabling a level and type of performance based upon:• ZµミŒ[ミlv}ÁoPvミl]ooミ • ZµミŒ[ミƉŒ]v • ZµミŒ[ミ‰Œミ}vo ‰Œ(Œv • ZµミŒ[ミZ]šミ
• The conditions at that moment Forgiveness
• Tolerate and forgive common and unavoidable human errors
• Prevent errors from occurring whenever possible
• Protect against possible catastrophic errors
• When an error does occur, provide constructive messages
Immersion
• A state of mental focus so intense that awareness and sense of the real world is lost
• Foster immersion within tasks
Obviousness
• A system should be easily learned and understood:• What to look at
• What it is • What to do • When to do it • Where to do it • Why to do it • How to do it
• Flow of actions, response, visual presentations, and information should be:• In a sensible order • Easy to recollect • Easy to place in context Operability
CS1015 User Interface Design
© Einstein College of Engineering
• Ensure that a system's design can be used by everyone, regardless of a person's physicalcapabilities
. Perceptibilit
y • Ensure that a system's design can be perceived, regardless of a person's sensory
capabilities .
Positive First
Impression• Create a positive first impression of the system.• Points of prospect • Minimal barriers • Progressive lures Predictabilit
y • The user should be able to anticipate the natural progression of each task.• Provide distinct and recognizable screen
elements
• Provide cues to the result of an action to be performed
• All expectations should be fulfilled uniformly and completely.
Recover
y • A system should permit:
• Commands or actions to be abolished or reversed
• Immediate return to a certain point if difficulties arise
• Ensure that users never lose their work as a result of: • An error on their
part
• Hardware, software, or communication problems
Responsivenes
s • dZミÇミšuuµミšŒ‰]oÇŒ ‰ミ }vš}šZµミŒ[ミŒ‹µミšミX • Provide immediate acknowledgment for all
actions:• Visual • Textual • Auditory Safety
• Protect the user from making mistakes. • Provide visual cues• Reminders • Lists of choices • Other aids as necessary Simplicity
• Provide as simple an interface as possible.
• Five ways to provide
simplicity:• Use progressive disclosure, hiding things until they are needed• Present common and necessary functions
first
• Prominently feature important functions
• Hide more sophisticated and less frequently used functions
• Provide defaults
• Minimize screen alignment points
• Make common actions simple at the expense of uncommon actions being made
harder
• Provide uniformity and consistency
CS1015 User Interface Design
© Einstein College of Engineering
Transparency • Permit the user to focus on the task or job, without concern for the mechanics of the
interface
. • Workings and reminders of workings inside the computer should be invisible to
the user
Trade-Offs• Final design will be based on a series of trade-offs balancing often-conflicting design
principles.
• W}‰o[ミŒ‹µ]ŒuvšミoÁÇミšl‰Œv }ÀŒšZv]oŒ‹µ]ŒuvšミX
Visibilit
y • A system's status and methods of use should be clearly visible.
• Improve visibility through • Hierarchical
organization • Context
sensitivity Unit II:
What Comprises Good Design? • Understanding of:
• people, how we see, understand, and think
• how information must be visually presented to enhance human acceptance and
comprehension
• how eye and hand movements must flow to minimize the potential for fatigue
and injury
• Must consider the capabilities and limitations of the hardware and software of thehuman-computer
interface
Guidelines for the Interface Design Process• Know your user or
client
• Understand the basic business function • Understand the principles of good screen
design
• Develop system menus and navigation schemes • Select the proper kinds of
windows
• Select the proper device-based controls
• Choose the proper screen-based controls
• Write clear text and messages
• Provide effective feedback and guidance and assistance
• Provide effective internationalization and accessibility
• Create meaningful graphics, icons, and images
• Choose the proper colors
• Organize and layout windows and pages • Test, test, and retest
Graphical User
Interface: ^PŒ‰Z]oミÇミšu}vミ]ミšミ}(}išミvš]}vミXKišミŒÁZš‰}‰oミ
on the screen. They are manipulated as a single unit. A well-designed system keepsµミŒミ(}µミ}všZ}išミUv}š}vZ}Áš}ŒŒÇ}µšš]}vミX_
CS1015 User Interface Design
© Einstein College of Engineering
WŒミ]ミšvWšZu]všvv}(ミšš}v]š]ミミ
ミšo]ミZXv}iš[ミ
ミ
ミššミZ}µo always be automatically preserved when the user changes it.
Obstacles in User Interface Design process:
The general observations in design process:
• Nobody ever gets it right the first time.
• Development is chock-full of surprises.
• Good design requires living in a sea of changes.
• Making contracts to ignore change will never eliminate the need for change.
• Even if you have made the best the system humanly possible, people will still
make mistakes when using it. • Designers need good tools
• You must have behavioral design goals like performance design goals
Pitfalls are,
• No early anoÇミ]ミvµvŒミšv]vP}(šZµミŒ[ミvミvƉšš]}vミ • A focus on using design features or components that are
neat.
• Little or no creation of design element prototypes.
• No usability testing.
• No common design team vision of user interface design goals.
• Poor communication between members of the development team.
Pit falls can be eliminated by the following design commandments:
• Gain a complete understanding of users and their tasks • Solicit early and ongoing user
involvement
• Perform rapid prototyping and testing • Modify and iterate the design as much as
necessary
• Integrate the design of all the system components
Usability
:Common Usability
Problems:• Ambiguous menus and icons
• Languages that permit only single-direction movement through a system
• Input and direct manipulation limits • Highlighting and selection
limitations • Unclear step
sequences
• More steps to manage the interface than to perform tasks
• Complex linkage between and within applications
• Inadequate feedback and confirmation
• Lack of system anticipation and intelligence
CS1015 User Interface Design
© Einstein College of Engineering
• Inadequate error messages, help, tutorials, and documentation
How to Measure
Usability:• How effective is the interface? Can the required range of tasks be accomplished.
• How learnable is the interface?
• How flexible is the interface?
• What are the attitudes of the users?
Principles of Good Screen Design:
A well-designed
screen:• Reflects the capabilities, needs, and tasks of its users
• Is developed within the physical constraints imposed by the hardware on which it is
displayed.
• Effectively utilizes the capabilities of its controlling software
• Achieves the business objectives of the system for which it is designed
Interface Design Goals:• Reduce visual
work • Reduce intellectual work • Reduce memory work • Reduce motor work
• Minimize or eliminate any burdens or obstructions imposed by technology
Test of a Good Design:
• Can all screen elements be identified by cues other than by reading the words that makethem up?
• The best interfaces make everything on the screen obvious
Elements of Good Screen Design:• Upper-left starting
point• WŒ}À]v}À]}µミミšŒš]vP‰}]vš]všZミŒv[ミµ‰‰Œ-left corner
• Screen navigation and flow • Visually pleasing composition• Balanc e • Symmetry • Regularit y • Predictabilit y • Sequentiality • Economy • Unity • Proportio n • Simplicity (complexity) • Groupings Human characteristics in Design: Perception :
is our awareness and understanding of the elements and objects of our environment
through the physical sensation of our various senses including sight sound, sound, smell and so forth.
CS1015 User Interface Design
© Einstein College of Engineering
Memory:There two components:
Long term memory contains the knowledge we posses.
Short termreceives information from either the senses or the long term memory.
Sensory storage:
is the buffer where the automatic processing of information collected from our
senses takes place.
Visual acuity:
The capacity of the eye to resolve the details
Foveal and peripheral vision:
Foveal vision is used to focus directly on something
Peripheral vision senses anything in the area surrounding the location .It can not be
clearly resolved. Information Processing:
The information that our senses collect that is deemed important enough to do
something about then has to be processed insome meaningful way. Mental Models: ]ミ ミ ミ]u‰oÇv]všŒvoŒ‰Œミvšš]}v}(‰Œミ}v[ミµŒŒvšµvŒstanding of something. Movement Control:
The response from the computer is a movement. Movements include such activities as
pressing keyboard keys, moving the screen pointer.
Learning:
is the process of encoding in long-term meomory information that is contained in
short-term memory. Skill:
The goals of human performance is to perform skillfully.The essence of skill is
performance of actions or movements in the correct time sequence with adequate precision.
Individual differences:
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in looks, feelings, motor abilities, intellectual abilities, learning abilities and speed. Human considerations in design: dZµミŒ[ミlv}ÁoPvƉŒ]vW • Computer literacy. • System Experience • Application experience • Task experience
• Other system use • Education
• Reading level
• Typing skill
• Native language and culture dZµミŒ[ミšミlミvvミW • Mandatory or discretionary use • Frequency of use • Task or need importance • Task structure • Social interactions • Primary training • Turnover rate • Job category • Lifestyl e dZµミŒ[ミ‰ミÇZ}o}P]l characteristics
• Attitude and Motivation • Patienc e • Stress level • Expectation s • Cognitive style dZµミŒ[ミ ‰ZÇミ]oZŒšŒ]ミš]ミ • Age • Hearing vision • Cognitive processing • Gender • Handedness Human interaction speeds:
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• Reading • Listening • Speaking • Keying • Hand printing Menus• Major form of navigation through a system
• If properly designed, assist the user in developing a mental model of the system
• Must reflect the conflicting needs of both inexperienced and experienced users
Structures of menus:
Defines the amount of control given to the user in performing a task. The most
common structures are the following:
Single Menus: S
ミ]vPoミŒv}ŒÁ]v}Á]ミ‰Œミvšš}ミlšZµミŒ[ミ]v‰µš}ŒŒ‹µミšvš]}vš} be performed.
Sequential linear menus:
are represented on a series of screens possessing only one path. The objective of
the menu is specifying parameters or for entering data.
Simultaneous menus:
All menu options are available simultaneously. The menu may be completed in
the order desired by the user, choices being skipped and returned to later.
Event trapping menus:
WŒ}À] v ÀŒ ‰Œミvš lPŒ}µv }( }všŒ}o }ÀŒ šZ ミÇミšu[ミ ミšš v parameters while the user is working on a foreground task.The functions are,
• they may immediately change some parameter in the current environment
• they may take the user out of the current environment to perform a function
• They may exit the current environment and allow user to move to a totally new environment Functions of Menus: • Navigation to a new menu • Execute an action or procedure • Displaying information • Data or parameter input Contents of Menus: • menu context
provides information to keep the user oriented.
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provides the context for the current set of choices.
• choice
descriptionsare the alternatives available to the user. These descriptions can range
from a mnemonic, numeric, or alphabetized listing of choices to single
words or phrases to full sentences or more.
• completion
instructionstell the users to indicate their choices. Formatting menus: Guidelines for formatting: Consistency : • WŒ}À]}vミ]ミšvÇÁ]šZšZµミŒ[ミƉšš]}vミX • Provide consistency in
menu:• Formatting, including organization, presentation,and choice ordering.
• Phrasing, including titles, choice descriptions, and instructions. • Choice selection methods • Navigation schemes. Display:
• if continual or frequent references to menu options ar necessary, permanently
display the menu in an area of the screen that will not obscure other screen
data
• if only occasional references to menu options are necessary, the menu may be
presented on demand.
• Critical options should be continuously displayed.
Presentatio n
• Ensure that a menu and its choices are obvious to the user by presenting them
with a unique and consistent structure, location, and display technique.
• Ensure that other system components do not posses the same visual qualities as
menu choices. Organization:
• provide a general menu • display
• match the menu structure to the structure of the task
• minimize the number of menu levels within limits of clarity
• Be conservative in the number of menu choices presented on a screen
• Provide decreasing direction menus, if sensible
• Never require menus to be scrolled
• Provide users with an easy way to restructure a menu according to how work is
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Complexity:
• Provide both simple and complex menus. • Simple: a minimal set of actions and
menus
• Complex: a complete set of actions and menus.
Item
arrangement:
• align alternatives or choices into single columns whenever possible
• if a horizontal orientation of descriptions must be maintained, organize for left
to right reading. Ordering:
• order lists of choices by their natural order
• for lists associated with numbers,use numeric order.
Groupings:
• create groupings of items that are logical,distinctive, meaningful, and mutually
exclusiv e
• Categorize them.
• Present nomore than six or seven groupings on the screen
• Order categorized groupings in a meaningful way.
• Create arbitary visual groupings.
• Separate groupings
• Provide immediate access to critical or frequently chosen items
Line separators
• Separate vertically arrayed groupings with subtle solid lines.
• Separate veritically arrayed subgroupings with subtle dotted or dashed lines.
• For subgroupings within a category:
• left-justify the lines under the first letter of the columnized
choice descriptions.
• right-justify the lines under the last letter of the longest choice
descriptions. • for independent groupings:
• extend the line to the left and right menu boders Phrasing the
menu:
A menu must communicate to the user information about:
- the nature and purpose of the menu itself - the nature and purpose of each presented
choice
- How the proper choice may be selected.
Navigating menus:
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Navigation is an efficient navigational structure, is the most important element in
system usability. A simple and clear navigational structure is the backbone which all system(šµŒミ]ミŒ‰X
Œ
ミÇミšu[ミ}ŒPv]Ìš]}voミšŒµšµŒv]šミvÀ]Pš]}voš}}oミ]v(oµvšZ ミÇミšu[ミvÀ]Pš]}voミ}(µミX
Web site navigation problems: • Technical issues. • Usage problems. Navigation goals:
A well designed navigational system facilitates quick and easy navigation
between components. A good navigational scheme and navigational tools will minimize, if not
eliminate, the problems associated with cognitive or
mental overload and feelings of
disorientation. Control
:
• For multilevel menus, provide one simple action to • return to the next higher-level
menu.
• Return to the main menu
• provide multiple path ways through a menu hierarchy when ever possible
Menu navigation aids:
• to aid menu navigation and learning, provide an easily accessible:• menu maps
• look aheads • navigation history Web site
navigation:
Web site Navigation focuses specifically on website navigation design It will review
website organizational schemes, the navigational components including browser command
button ,links, website toolbars and command butt and the characteristics and the components
of a website. Website organization:
• Divide the content into logical units, fragments, or chunks.
• Establish a hierarchy of generality or importance
• Structure the relationships among content fragments, units, or chunks. • Create a well-balanced hierarchical
tree. •
Kinds of Graphical Menus:
• Menu bar
• To identify and provide access to common and frequently used actions
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• Pull-down menu• For frequently used application actions that take place in a wide variety of different windows • Cascading menu • To simplify a higher-level menu • Pop-up menu
• For frequent users and frequently used contextual commands
• Tear-off
menu• For items sometimes frequently or infrequently selected
• Iconic menu
• To designate applications available and special functions within an application
• Pie Menu
A pie menu is a circular representation of menu items, that can be used as an
alternative to a pull-down or pop-up menu.
Unit III: Window:
The application program in Windows operating system is opened in rectangular area on
the desktop. This rectangular area is known as window.
Components of window:
The application program in Windows operating system is opened in rectangular area on
the desktop. This rectangular area is known as window. In Windows operating system multiple
programs can be simultaneously opened in multiple windows. It is because this operating
CS1015 User Interface Design
Title bar. Control icon. Status bar. Menu bar. Toolbar . Title BarThe bar located at the top of the application window is known as Title Bar. Usually the TitleBar contains the name of application program and the name of current document. In the
above(]PµŒU šZ d]šo Œ Zミ v ‰‰o]š]}v vu ^D]Œ}ミ}(š t}Œ_ v šZ }µuvš vu ]ミ ミ
^}µuvšî_XdZµミŒvŒPvŒ}‰šZÁ]v}Á(Œ}u}vo}š]}n to other on the screen
by dragging its Title Bar.
More than one application windows of different programs can be opened vertically or
horizontally. The Title Bar of the active window will be darker in color than the Title Bar color of
other window (inactive window). The active window is one in which you are currently working.
Control Icon
The icon that appears on the left most side of the Title Bar of every application window is knownas Control Icon. It is used to control the application window. When the Control Icon is clicked,
a
control menu appears with a group of commands. These commands are used to set the
dimension of window as well as to close the window (application program). The commands of
control menu and their functions are:
Restores t the application window to its original size.
Move t Enables the application window to be moved on the desktop, if it is minimized.
Size t Used to change the size of application window.
Minimize t Used to minimize the current application window.
Maximize t Used to maximize the current application window.
Close t Used to close the application window along with application program.
Control Buttons
The buttons that appear on the right most side of the Title Bar of every application window are
known as Control Buttons. Like control menu, these are also used to control the dimension of
window by using only mouse. These buttons provide the shortcut method to control the window. The control buttons and their functions
are:
Minimize Button t By clicking this button, the current window is minimized and disappearedfrom desktop.
Maximize Button t By clicking this button, the current window is maximized and fills the entirescreen. When window is maximized, a restore button is appeared in place of maximize
button.
Restore Button t By clicking this button, the window restores to its original size.
Close Button t By clicking this button, the window is closed and its button is also removed fromthe task bar.
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StatusBar
The bar located at the bottom of application window is known as Status Bar. It provides some
basic information about the status of current document or objects in window. For example, the }všŒ}oWvo[ミ ミ ミššµミŒšooミÇ}µZ}ÁuvÇ}išミ‰‰Œ]všZÁ]v }ÁX Scroll Bars
When information displayed .in application window is larger and cannot fit in it then scroll bars
appear automatically at the right or bottom borders. In this case, a part of the information is
displayed and remaining information remains hidden. The hidden information can be displayed
by moving the scroll bars of the window. Each scroll bar has two arrows also at its ends. Byclicking these arrows you can move around the window but very slowly (line by line or
column
by column). The scroll Bar also has a scroll box. By dragging this box, you can quickly move
around the window. Menu
Bar
The bar that contains drop-down menus and appears immediately below the title bar is known
as Menu Bar. The commands that are used to perform different tasks are grouped together on
the Menu Bar. The Menu bar is accessed by clicking mouse or by using keyboard
shortcuts.When any menu option from Menu Bar is clicked, a drop down menu appears with a list of
commands. You can select a command from the list by clicking it. The drop-down menu may
contain some commands as active and some as inactive. The inactive command is not availablefor selection and appears as dim, usually in light gray color. You can select only from the
activecommands.
To access the Menu Bar using mouse, follow these steps:
Bring the mouse pointer on the desired menu option and click it. A drop down menu appears with a list of
commands.
Point to the command you want to use and click it to execute. The command is
executed and drop down menu is disappeared.
To disappear the menu without selecting any command, point the mouse pointer to the empty
area of window (or desktop) and click it or use Esc key.
Dialog Boxes
A dialog box is a command element in Windows and its application programs. It is used to
collect information from the user before processing a command. In a dialog box, the user has to
enter information such as file names or has to select options etc. For example, when a Savecommand is selected to save the work (or document) the Save As dialog, box appears to get
thename of file. Similarly, when Open command is selected to open an existing file the Open dialogbox appears to get the name fiIe to be opened. The dialog boxes are also used to
display
messages or to provide information to the user. For example, to alert the user about the
problem occurred in the computer or about any other error.
The dialog box also contains command buttons to send the input to the application, program
(or, computer) to take action or to get help about the dialog box. For example the Ok commandbutton is clicked to proceed after making selection or entering information. Similarly,
clicking
Cancel button ends the current operation without giving any information to computer.
Device Based Controls:
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They are the mechanism through which people communicate their
desires to the system, also known as input devices.
Characteristics of device Based Controls: •
To point an object on the screen.
• To select the object or identify it as the focus of attention
• To drag an object across the screen
• To draw something free form on the screen
• To track or follow a moving object
• To orient or position an object
• To enter or manipulate data or information
The example devices
are, - Trackbal l - Joystick - Graphic Tablet - Touch screen - Light pen - Voic e - Mouse - Keyboard Track ball: Description:
- A spherical object that rotates freely in all directions in its socket
- Direction and speed is tracked and translated into cursor movement
Advantages:
- direct relationship between hand and pointer movement in terms of
direction and speed
- Does not obscure vision of screen
- Does not require additional desk space
Disadvantages:
- Movement is indirect, in a plane different from the screen
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- No direct relationship exists between hand and pointer movement in
terms of distance
- Requires a degree of eye-hand coordination
- Requires hand to be moved from keyboards
- Requires different hand movements
- Requires hand to be moved from keyboards keys
- Requires additional desk space
- May be difficult to control
- May be fatiguing to use over extended time
Joystick :
Description:
A joystick is an input device consisting of a stick that pivots on a base and reports its
angle or direction to the device it is controlling. Joysticks are often used to control video games,and usually have one or more push-buttons whose state can also be read by the
computer. Advantages:
- Direct relationship between hand and pointer movement in terms of
direction.
- Does not obscure vision of screen
- Does not require additional desk space
Disadvantages:
- Movement is indirect, in a plane different from the screen
- No direct relationship exists between hand and pointer movement in
terms of distance
- Requires a degree of eye-hand coordination
- Requires hand to be moved from keyboards
- Requires different hand movements
- Requires hand to be moved from keyboards keys
- Requires additional desk space
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- May be fatiguing to use over extended time
- May be slow and inaccurate
Graphic tablet:
A graphics tablet (or digitizer,
digitizing tablet, graphics pad, drawingtablet) is a
computer i nput dev i ce that allows one to hand-draw images and graphics, similar to the way one draws images with a pencil and paper. These tablets may also be used to capture data
or
handwritten signatures. It can also be used to trace an image from a piece of paper which istaped or otherwise secured to the surface. Capturing data in this way, either by tracing
or
entering the corners of linear poly-lines or shapes is called d i g i t i z i ng .
Advantages:
- direct relationship between touch and pointer movement in terms of
direction and speed
- Does not obscure vision of screen
- More comfortable horizontal operating plane
Disadvantages:
- Movement is indirect, in a plane different from the screen
- Requires hand to be moved from keyboards
- Requires hand to be moved from keyboards keys
- Requires different hand movements
- Requires additional desk space
- Finger may be too large for accuracy with small objects
Touch screen:
A touch screen is an electron i c visua l display that can detect the presence and location
of a touch within the display area. The term generally refers to touching the display of the
device with a finger or hand . Touch screens can also sense other passive objects, such as
a sty l us.
The touch screen has two main attributes. First, it enables one to interact directly with
what is displayed, rather than indirectly with a cursor controlled by a mouse or touchpad .
Secondly, it lets one do so without requiring any intermediate device that would need to be heldin the hand.
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Advantages:- direct relationship between hand and pointer movement in terms of
direction, distance and speed
- requires minimal additional desk space
- Stands up in high-use environments - More accurate than finger
touching
- Movement is direct, in the same plane as screen
Disadvantages:
- very fatiguing to use over extended time
- requires picking it up to use
- requires moving the hand far from the keyboard to use
- hand may obscure part of screen
Voice :
Automatic speech recognition by the computer
Advantages:
- Simple and direct
- Useful for people who cannot use a keyboard
- hミ(µoÁZvšZµミŒ[ミZvミŒ}µ‰] Disadvantages;
- High error rates due to difficulties in:
♦ Recognizing boundaries between spoken words
♦ Blurred word boundaries due to normal speech patterns
- slower throughput than with typing - difficult to use in noisy
environments
- impractical to use in quiet environments
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Mouse:
mouse is a po i nt i ng dev i ce that functions by detecting two-d i mensiona l motion relative
to its supporting surface. Physically, a mouse consists of an object held under one of the user'shands, with one or more buttons.
Advantages:
- direct relationship between hand and pointer movement in terms of
direction, distance and speed
- Does not obscure vision of screen
- More comfortable horizontal operating plane
- Selection mechanisms are included on mouse
Disadvantages:
- Movement is indirect, in a plane different from the screen
- Requires hand to be moved from keyboards
- Requires additional desk space
- May require long movement distances
- Requires a degree of eye-hand cocordination
Keyboard :
Standard typewriter keyboard and cursor movement keys Advantages: - familia r - accurat e
- does not take up additional desk space - very useful
for:
♦ entering text and alphanumeric data ♦ inserting in text and alphanumeric data ♦ keyed shortcuts -
accelerators
♦ keyboard mnemonics t equivalents
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- advantageousfor:
♦ performing actions when less than three mouse buttons exist
♦ use with very large screens
♦ touch typists
Disadvantages:
- slow for non-touch-typist
- slower than other devices in pointing
- requires discrete actions to operate
- no direct relationship between finger or hand movement on the keys
and cursor movement on screen in terms of speed and distance
Screen based controls:
Are the elements of a screen that constitute its body. The example includes, - buttons - text entry/read-only controls - selection controls - combination entry/selection controls - specialized operable controls - custom controls - presentation controls - web controls Buttons:
The Command button is a common c ontrol frequently used in VB programming. This is one of the first c ontr ols that beginners learn to
place
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control object. An event procedure is something that happens in response
to a user action such as a click or a "mou se over". (If an object on a form
has no corresponding code written by the programmer, nothing will happen
if the user clicks on the co ntrol or atte mpts any other action
with that
control.)
Double-clicking on a Command button in the toolbar will place it onto the
center of your form. Left click on it the "draw" it onto the form by dragging
the mouse and at the same time, holding down the left mouse key while
dragging. Release the left mouse key when the object is the size you want it
to be. You can also "drag" an object in th e work area by first selecting the
object with a single mouse click then dragging the object by positioning the
mouse pointer over the object, holding down on the left mouse key, and
moving the object to a new location in the work area, then releasing the
left mouse button to s top the move and f inally, by clicking somewhere off
the object to deselect the obje ct that was j ust moved.
While the mouse pointer is over the Command butt on, click and release the
left mouse button to highlight (select) the Command button. You will see
resizing handles appear which you can drag diagonally, horizontally
, or
vertically to change the size of the Command button. The only reason you
would want to do this is to fit a large caption onto the butt on. Most of the
time, you will not need to resize the Command button. Beginners like to
play with the resizing so have fun with it.
Another way to place a Command button onto a form is to single -click on
the Command button in the Toolbar. Then place the mouse pointer over the
form and hold down on the left mouse button while dragging a short diagonal line from corne
r to corner where you want t he but ton to be placed. If the size is not right, left -click on the but ton and drag the re
-sizing
handles to make it the size you need.
T h e N a m e a n d N a m i n g C o n v e n t i o n s
Getting down to serious business, the Command button will need to have a
name. It is named whi le it is highlighted (selected) on the form. While the
Command button on the f orm is selected, go to the Properties Window and
select the Alphabetical tab. At the top of this list the first item to appear
will be Name. Click on Name and to the right of tha t, double click in the
Name space to highlight the words Command1. Start typing a name for your
Command button beginning with the lowercase letters "cmd" without the
quotation marks, just plain cmdName where Name is the one you select,
such as cmdShow3.
Naming conventions for controls and variable
s (textbook naming
conventions for first and second semester VB students) are discussed in the
article Hungar i an Notat i on . Many programmers begin the name part (after
the cmd prefix) with a capital letter to make it easier
to read, such as cmdLarge. If two words
are to be in the name of any control such as a Command button, be sure you do not allow any spaces in the name.
Begin
the second word with a capital letter like this: cmdSecondWord. This is only
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© Einstein College of Engineering
done to make it easier to read. cmdsecondword is also legal but is harder to
read. CAS E
(Uppercase or lowercase )
does not matter. THIS is the same word as this. Visual Basi
c will rever t back to whate ver uppercase an d lowercase letters were used in a variable at the time you write the
Dim
statement to dimension the variable. More on this latter. A total of 255
characters are permissible in a control or variable name. Technically, after
the variabl
e nam e begins with at least one letter, any combination of letters, numerals, and underscores may be used. Special character
s like
period or ampersand (&) are not allowed and all students are encouraged by
programmers to please use the Hungarian notation c onven tions when naming controls and
variables.
The Hungarian Notation prefixes (again, for VB students) are used for ease
in debugging, to help you remember what type of variable or control you
made (afte
r a long time has elapsed you may not remember). Hungaria n notation has been accepted by programmers as a type of naming
convention
or standardization in coding and in naming controls and variables. Many times programmers work on modules -- little pieces of larger programs
and
many people work on one program. Wi thout the Hungarian Notatio n protocols your own variables would make less sense to another person. The
prefix tells another person what type of control or variabl
e you have
created .
T h e C a p t i o n :A n d U s i n gt h e a m p e r s a n d( & ) i n a C o m m a n db u t t o n C a p t i o n
Capti on is a Property of the Command control button (the command button). Left click on the Command butto n again on the form, to select
it.
Return to the Properties window. Click on the Alphabetical tab. Scroll down
until Caption is read and click on it. Double click on the words to the right
of Caption and start typing the words you want to appear on your butto n.
For an exit button type E&xit for the Caption and touch ENTER. Why the
ampersand? You can use an ampersand (&) one time in each Control button
Caption. This will underline one letter in the caption. It is the letter followin
g the ampersand that will be underlined. That underlined letter signifies which corresponding keyboard letter key can be used along
with
the ALT key to access the Control button. By using the ALT key (held down)
while pressing the corresponding letter key on the keyboard you would get
the same program output as if you had "pressed" on a Command button by clicking on it with the mouse instead. To rephrase this: if the exit
button
has a Caption of E&xit, the letter x is unde rlined then you could press AL T +
x to exit the program instead of having to c lick on the exit button.
T h e D e f a u l t P r o p e r t y o f t h e C o m m a n d c o n t r o l b u t t o n This is a nice property to set at design time. The only two pos sible
values
are Default = False or Default = True. Only one command button per form
should have a Default = True setting. With Default = True set for a particular Command button, then that bu tt on's click_event can be
achieved
by pressing the ENTER key ins tead of having to use the mouse. If you do no tdo anything at all with this Default property, Visual Basic will always set the
CS1015 User Interface Design
Default = False option. This is convenient in that most all Command buttons
will need to have a false Default setting since only one button with the true
Default setting can be accesse d
with th e ENTE R
key (per form). In the Properties window (F4 shortcut to the pr operties window), scroll down
to
Default and click on the drop down arrow to see two choices. Click on True,
if changing the Default to true. Do not hing and it will be left at the Default
= False, automatically.
T h e C a n c e l P r o p e r t y o f t h e C o m m a n d b u t t o n
The Cancel Property determines whether or not a Command button is the
cancel button of the form, the button wh ose action of cancelling a form is
accessed by the Escape key (ESC on the k eyboard). Visual Basic by default
sets Escap e
= False for all command bu ttons, since only one Command button per form can be ac cessed by the ESC key (escape). I use the
Exit
button if I have one on the form and a t design time in the Propertie s
Window I set the Cancel option to True. To do this, select the Command
button which is to be the cancel button. Scroll in the Properties Window to
the Cancel property. Click on the drop down arrow and click on True. Touch
ENTER key. (Just like the Default property there are only two settings for
the Cancel property, True or False.). Again, do no thing and the setting will
automatically be False.
Now, a quick recap: There are three ways for a user to access the cmd Exit (command button): • C l i c k o n t h e b u t t o n • U s et h e k e y b o a r ds h o r t - c u t ,A L T+ X , i f t h e p r o g r a m m e rh a s u s e d E & x i t i n t h e C a p t i o n s o t h a t X w i l l b e a " h o t k e y " t o u s e w i t h A L T k e y . • U s et h e E S Ck e y( E s c a p e ) ,i f t h e C a n c e lP r o p e r t yo f c m d E x i t h a s b e e n s e t t o T r u e b y t h e p r o g r a m m e r ( a t D e s i g n t i m e ) . Note: An additional way to exit or cancel the form fr om Run mode is
the
obvious Windows method of clicking on the exit button in the Title bar of
the form.
T o o l T i p sP r o p e r t yf o r a n y c o n t r o lo b j e c t ,i n c l u d i n gt h e C o m m a n d b u t t o n
The Cancel
Property and the Default Property were inherent only to the Command button. Many properties available to the command button
may
also be set with other control o bjects fro m the toolbar, and even objects
not from the to olbar. The T oolTips pro perty is available for setting with any
of the Visual Basic contr ol objects.
The ToolTips property is a clever way to have the user read a message about
a control object simply by hovering with the mouse pointer over that object
for a couple of seconds.