Chapter 7 design rules
	Maximum usability
	Coherent abstract principles
	Guidance from design rules
	Heuristics 
	Patterns apply how to reuse knowledge

Section 1 intro
	Rules: authority and generality
	Principles, guidelines, standards
	Principles are abstract, general, low authority
	Standards are specific design rules, high in authority and limited in application
	Guidelines tend to be lower in authority and more general in application
	Principles independent of technology; depend on human understanding
	Guidelines less abstract, more techy, still general, designer needs to know why
	Standards more specific and higher authority, more important to have theory be sound
	Designers do not know all the theory
	But want to use knowledge
	Rules are rarely consistent and rarely coherent
	To use rules, best to use from beginning
	(BUT if you do not know WHY it can interfered with good design)
Section 2 principle to support usability
	Learnability
		The ease of beginning interaction
		Achieve max performance
	Flexibility
		Multiple ways information exchanged
	Robustness
		Level of support to user 
[Learnability]
	Predictability
		Support for user to determine effect of action
		Based on past interaction
		Related: operational visibility
	Synthesizability
		Support to determine effect of past operations
		User must have a mental model
		(sometimes you have to leave a folder and come back to see a change)
		Related: immediate/eventual/honest
	Familiarity
		User’s knowledge in other domains can be applied
		Most important for new users
		Properties of visual objects suggest how to use
			(button is meant to be pushed; handles, ‘affordances’)
	Generalizability
		Extend knowledge within and across applications
		(consistency)
	Consistency
		Likeness in input-output behavior 
		From similar situations or similar objectives

[flexibility]
	Dialog initiative
		Free user from artificial constraints
		System pre-emptive (easier to program)
		User pre-emptive (user in control)
		For safety, may limit options
	Multi-threading (concurrency)
		Multi-task
		e.g. each window is a task
	task migrate ability
		pass control
		spell checking
		cruise control
		auto pilot
	substitutability
		1,1.0,’1’,2/1
		Allow equivalents to be substituted
		Formula
	Customizability
		Modify system
		Adaptivity, user can adjust
		Adaptability, automatic customization
		Macro construction

[Robustness]
	Observability
		Know internal state
	Recoverability
		ability to take corrective action (undo)
	responsiveness
		how user sees rate of communication
	task conformance
		system does tasks the way the user understands
		(can user define new tasks?)

Section 7.4 Standards
	Hardware electronics, software psychology
	Hardware is harder to change
	ISO (ASI BSI)
	ISO 9241 Ergonomics for VDT (17 parts)
	Further you get from hardware, the generality goes up
Usability, effectiveness, efficiency, satisfaction
Standard allow/force large communities to follow rules
(Some are recommendation; some are laws; some are de-facto standards)
Section 7.4 guidelines
	Data entry, data display, sequence control, user guidance, data transmission,
	Data protection….
	Dialog styles: Q&A. form, menu, function keys, command, query, natural, graphic selection
	Can mix in an application 
Section 7.5 golden rules and heuristics
	Nielsen’s 10
	Shneiderman
		Strive for consistency
		Enable shortcuts
		Offer feedback
			Level appropriate to magnitude
		Design dialogs to yield closure
		Offer error prevention and simple error handling
		Permit reversal (undo)
		Support internal locus of control
			User in control of system
			System responds
		Reduce short term memory load
	Norman’s
		Use knowledge in world and knowledge in head
			Have needed knowledge in system, 
			Support user to build mental model
		Simplify task structure
			Mental aids
			More info
			Automate part
			Make task simpler
		Make things visible
			User sees result of actions
		Get mapping right
			Intentions to controls
			Actions to events
		Use power of constraints
		Design for error
		When all else fails, standardize

Section 6 HCI patterns
	Comes from practice, not theories
	Note what works, and re-use
	Not HOW but what works 
	Can be at different levels

D. K. Van Duyne, J. A. Landay and J. I. Hong. 
The Design of Sites: Patterns, Principles and Processes for Crafting a Customer-Centred Web Experience. AddisonWesley, Boston, MA, 2003.
https://www.pearson.com/us/higher-education/product/van-Duyne-Design-of-Sites-The-Patterns-Principles-and-Processes-for-Crafting-a-Customer-Centered-Web-Experience/9780201721492.html

http://faculty.mercer.edu/codone_s/tco620/2013/interface_design.pdf