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The LA
Fox Developer Newsletter
September 1995
10 Tips for Terrific GUIs
(Reprinted from Computer Week)
‘It was horrible,” says Mark Hanna, a former COBOL
programmer called into rescue an overly colorful graphi-
cal user interface (GUI) requisition system for the
Oklahoma state parks. “The colors slapped you in the
face. Red was used fora message box on one window
and as a background for the next. There was no
continuity between screens.”
To avoid such GUI nightmares, COBOL programmers
making the client/server leap must learn not only the
GUI environment and tools but also good GUI design
principles. Hanna, president of Hanna and Associates,
Inc., a consultancy in Edmond, OkIa., has seen it all,
from screens that looked like 3270 screens with func-
tion keys instead of clickable button objects to screens
so busy that no “white space” was left.
What does Hanna recommend to overcome all the bad
GUI designs he’s seen? “Put your hands in your
pockets,” Hanna says. “Don’t code. Do design work.
The only way to make a good GUI is to do the design
work up front. Start with the users and end with the
coding.
The following tips can help you become a better GUI
developer and give you an edge over other procedural
programmers making the transition
Create windows. You don’t have to cram all the fields
onto one window as you would with a 3270 screen. Put
pick lists, messages and field-dependent information
on subwindows. “It’s a big leap for character-oriented
programmers to pull information off one window and
put in another, but when the information isn’t used
much, itworks well,” says Jo-Ann DriscolI, an education
specialist at Powersoft Corp. in Concord, Mass.
Make screens clean. “Keep shapes and objects to a
minimum and the number of colors low,” says Steve
Douty, general manager at ETI International, Inc. in
Sunnyvale, Calif. Screen objects should be balanced
with white space.
Be consistent. Use the same font and size for related
buttons. Keep the actions the same.
UIf
standards are
not followed within an application, it will be very difficult
for users to become accustomed to the program,”
Douty
says.
tina out wnat users will use. You're designing a
screen to help someone get a job done, not to try out
all the objects. “I’ve developed some really clever
screens with nice displays and then had the users say
they don’t need all the extra stuff,” says Fred Schuff, a
formerCOBOL programmer nowworking as a contract
GUI programmer.
Start with a white board. Instead of spending time
prototyping in the GUI environment, hand-draw two or
three versions of the most important screens. It’s
quicker than coding, and you won’t get attached to
designs that aren’t optimal. “Users really enjoy using
white board screens to circle things they like or don’t
like,” says Christine Comaford, president of Corporate
Computing, Inc. and developer of a GUI design dass
in Bannockbum, Ill.
Be considerate. Limit the number of fonts and font
sizes to three or four per window. Avoid the use of
italics and serif fonts because they tend to break up on
the screen. Use color sparingly “We recommend
neutral colors forthe background,” Driscoll says. “Avoid
the combinations of red on green or blue on yellow
because your eyes will go crazy”
Keep the keyboard involved. Allow for keyboard
control of the screen as well as mouse control. “Too
often the mouse is used to the exclusion of the key-
board, andthen you’re stuckifyou sitdown ata PCwith
a broken mouse,” says Edwin DiGiambattista, project
manager at Chubb Advanced Training, a division of
the Chubb Institute in Parsippany N.J.
Pick a naming standard. Design a naming conven-
tion for your objects, variables and routines and stick
with it. GUI systems tend to have numerous modules
and objects, rather than just one large program, that
must be modified for a name change. “I’ve become
much more rigorous in enforcing my naming conven-
tions,” Schuff says. “For every half hour you can save
by cutting corners, it will cost you an hour later on.”
Don’t be an inventor. Examine commercial GUI prod-
ucts and use them. “You can learn a lot by interviewing
the users on what they like or don’t like about the
Windows applications,” Douty says.
Keep it short. You don’t have to gather user require-
ments all at once. “We recommend that developers do
two four hour sessions with users to collect require-
ments. That’s enough information to start designing,”
Comaford says.
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