|
 |
 |
CHAPTER 7 design rules
|
 |
 |
 |
- Designing for maximum usability is the goal of interactive systems design.
- Abstract principles offer a way of understanding usability in a more general
sense, especially if we can express them within some coherent catalog.
- Design rules in the form of standards and guidelines provide direction for
design, in both general and more concrete terms, in order to enhance the interactive
properties of the system.
- The essential characteristics of good design are often summarised through
'golden rules' or heuristics.
- Design patterns provide a potentially generative approach to capturing and
reusing design knowledge.
|
|