Difference between revisions of "Human Interface Guidelines"
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Revision as of 20:38, 26 February 2015
Lune OS aims to be an unobtrusive personal assistant - ready with details but never in the way. It focuses on people, not the providers of their on-line services, nor the idiosyncrasies of the computer systems they use.
Design Principles
High-level Design
- Assume the user has multiple accounts (or will add and drop accounts over time) that provide similar services.
- Allow the user to use his/her existing data and documents, to the extent possible. Carefully consider import and export of data.
- Seek out commonalities and consolidate related info from different sources
- Users can only do one thing at a time, so the Calendar displays events from multiple servers on a single time-line.
- Users communicate with people, not accounts, so the Messaging app threads together all messages from the same person, regardless of different services
- Leverage the built-in contacts, calendars, communication and task services. Application APIs
- Cache data, so your app is useable offline and has something to display as soon as launched. LuneOS-specific apps should use DB8, cross-platform apps can use IndexDB. Use (DB8 Watches so your UI stays current.
UI
- Assume users are distracted and might be interrupted
- Save user's data as you go; don't have an explicit Save button.
- Allow users to reverse mistakes. Archiving doesn't require confirmation. Permanent deletion generally should be a two-step process; favor something like the desktop trash can over "Are you sure?" dialogs (where users reflexively click OK).
- Allow users to partially-complete items (to the extent possible).
- Automatically back up data off-device [There is not good OS support for this yet.]
- Support standard gestures
- Figure out what "back" means for your app, and hook it up to the back gesture
- Scrollers should allow both dragging and flicking
- Long-press (tap & hold) either selects an item (often for dragging) or opens a context-sensitive menu. Basic operation should not require long-presses.
- Lists
- Single-tapping a list item should show the full item.
- Allow reordering list items, if that makes sense. (Example: Searchable Notes)
- Consider implementing the Swipe UI
- Each preference needs a strong justification to exist.
- Only have preferences that users care about (for example, sorting by surname or given name).
- Go the extra mile to manage details automatically. For example, the Email app can usually figure out if a provider supports IMAP or POP.
- Carefully pick defaults; most users will go with default values
- Search and browsing are both first-class UI interactions
- Support Universal Search (Just Type) [as soon as the OS implements it]
- Search should have a single text field; no additional selectors or Search button. Search should be live, updating the display after every keypress. (Example: Searchable Notes)
- Normalize search terms by folding case and ignoring irrelevant punctuation. Typically, match against the first part of words.
- Normally, space-separated search terms are ANDed. OR is not directly implemented, but search should be so fast that users can backspace and search a second term. Approximate matching and ordering the results by relevance my be possible in some cases.
- Search all appropriate database fields. For example, search in Contacts matches by given name, surname, middle names, first initial+last name, nickname, organization, email addresses and messaging addresses.
- Either order the results the same as an unfiltered list, or sort by relevance
Visual Design
- Visual design should use realistic data, varying in length, rather than lorem ipsum.
- Make users' hastily-scribbled notes look good.
- Tap targets should be at least 48 CSS pixels tall and wide - that's about two lines of text
- Allow for screens as narrow as 480 CSS pixels.
Messages/Notifications
- Cue the user about bad input while they are entering it (for example, by turning text red).
- Messages that relate to one control or group should be adjacent to that control or group.
- Otherwise, if the message is something the user must deal with sooner or later, use a dashboard or non-modal toaster. Transient error conditions should use banner messages.
- Modal dialogs or panes should only be used if the app cannot continue without the info. For example, if an account must be set up before the app is useable.
- Text should tell the user how to resolve the situation, using control labels where possible. (For example, "Check the user name and password", "Ask an administrator to upgrade your account" or, for really unexpected errors, "Please report this error".)
- Omit "please" and negative phrases ("invalid account", "server error").
- Technical details should be hidden behind a disclosure triangle.
The Application Menu
Transitions
- Cross-fades are often used when switching to info at the same level.
Cards
- Only use multiple cards only for separate user tasks. For example, composing an email uses a different card than reading received emails.
Basic User Interface
The main user interface in a webOS Ports app generally focuses on a screen size-aware enyo.Panels kind and a gesture area (virtual or otherwise).
Commonly, the top-level layout uses an enyo.Panels with a CollapsingArranger, which adapts to both tablet- and phone-size screens.
The first panel, which is referred to as the Menu Panel, should contain the app's main menu. The second panel contains the content associated with the main menu's options. This is the Content Panel and it usually starts off blank. Most often a second enyo.Panels kind is nested inside this one to allow for easy transitions between content.
Reference Apps
The best references to work from when implementing a webOS Ports style UI are the existing core app rewrites:
Proposed Extensions
Consider implementing the Swipe UI