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Different applications have different interface layouts, depending on what they do. But why is it that word processing packages all look the same? This is no co-incidence. Interface designers depend on your familiarity of the genre to help you learn. Your mental model of what the software can do matches what it does, and helps you predict what it can do. Many interface designs use metaphor – the most familiar to us would be the ‘desktop’, which has ‘files’ and ‘folders’, just like the physical desktop in an office. Metaphors help us to understand what the computer can do, but they can only go so far. Beyond a certain level metaphors break down, and software functions have to be learned.

Interfaces use icons, little symbols that explain a function, like ‘file open’, for example. It’s quite easy for people to remember pictures, which is why icons work well for concrete objects, such as tools, files, messages. But their descriptive power is limited when the concept is abstract, such as ‘use’ or ‘sort’. Icons, when used in interface design, have to be clearly understood, and their function has to be consistent, both within a software package and between software packages. A magnifying glass should mean ‘zoom’ no matter what package you use.

Human-computer interaction is all about cognition. We have to be able to learn quickly what a software package does and we have to be able to predict what it can do. Good user interface design allows us to learn quickly and work (and play!) quickly. Bad user interface design confuses us and leaves us frustrated and ready to give up. Throwing a brick at your computer is also human-computer interaction – but there’s not much communication going on!

Alexander Muir from the Open University explains usability.
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Human-Computer Interaction Resources on the Net
British HCI Group
Usable Web


OU Course
T171 You, Your Computer and the Net