1. Three principles of Graphical User Interface are:
• Aesthetics provide visual appeal by following these presentation and graphic design principles:
o Provide meaningful contrast between screen elements.
o Create groupings.
o Align screen elements and groups.
o Provide three dimensional representation
o Use colours and graphics effectively and simply.
• Compatibility provide compatibility with the following:
o The user.
o The task and job.
o The product.
o Adopt the user’s perspective.
• Transparency permits the user to focus on the task or job, without concern for the mechanics of the interface. Workings and reminders of workings inside the computer should be invisible to the user.
I have also added a date picker now the user can just select the date they choose instead of having to follow a date format outline to them where it created a problem of entering an incorrect date.
4. In video game designing using tools in their interfaces tend to become virtually invisible, to allow the user to focus attention on tasks that satisfy their external needs and goals. As stated by konigi website “In a sense, a good game is intentionally made difficult to play, but a tool should be made as easy as possible to use. This distinction helps explain why some users of complex system may enjoy mastering tools that are extremely difficult to use. To the extent that these users are treating the systems as toys rather than tools, the difficulty increases the challenge and therefore the pleasure of using the systems.” This creates a conflict between simple and easy features but satisfies the user’s efficiency but for the minority of users who prefer a simpler experience it will seem to be difficult for. This design feature is not recommended for power users. Video games also keep their users constantly engaged because of its rewards and incentives of making progress as the game goes on.
This design tool is not suited for business oriented software. This is because most business software is designed on the user fulfilling their goals and needs; Which is not to interfere with the users focus on their task.
5. Four benefits for the user instead of typing text are:
• Task can be perform much faster because the user now can just click on items and menus in order to complete the job instead of typing each detail.
• By clicking on the desired destination and calendar it makes it easier for the user to pick where and when they would like to travel.
• Users who know where a city is located but can spell the name of it can now just click the place.
Four problems with this new idea are:
• Users who don’t know destinations on a map will pick wrong destinations.
• Users who
6. Comparisons of CLI and GUI in specific features:
• Speed of performance of CLI users only need to use their keyboards to...