Severe System Failure –14A
Some where a clarification for error 14A must exist otherwise why would the designers have added the identification? Still the error message gives no real indication of what is wrong or where to look to get additional information. The error message presented in the manner shown above does nothing to assuage user anxiety or to help right the problem.
In common every warning or error message produced through an interactive system should have the following characteristics:
• The message should define the problem in jargon in which the user can understand.
• The messages should give constructive advice for recovering from the error.
• The message would indicate any negative consequences of the error example for potentially corrupted data files so in which the user can check to ensure in which they have not occurred .
• The message should be accompanied through a visual cue or audible. Which is a beep might be generated to accompany the display of the message or the message might flash momentarily or be displayed in a color which is simply recognizable as the error color.
• The message should be nonjudgmental. Which is the wording should never place blame on the user.
Since no one really likes bad news few users will like an error message no matter how well it is designed. But an effectual error message philosophy can do much to improve the excellence of an interactive system and will significantly reduce user frustration when problems do happen.
The typed command was once the most common mode of interacting among system and user software and was generally used for application of every kind. presently the use of pick interfaces and window-oriented point has reduced reliance on typed commands but several power-users continue to prefer a command-oriented mode of interacting. In various conditions the user can be gives with an option software functions can be selected from a static or pull down menu or invoked by some keyboard command sequence.
A number of design matters arise when commands are gives as a mode of interaction:
• Will each menu option have a corresponding command?
• What form will commands get? Options include a control sequence example for ^P, a typed word and functions keys.
• How hard will it be to remember and learn the command? What can be done if a command is forgotten?
• Can commands be abbreviated or customized through the user?
In a growing number of applications interface designers gives commands under a user-defined name. Alternatively of each command being typed individually the command macro is kind and all commands implied through it are executed in queue.
In ideal location conventions for command usage should be established across all applications. It is often error-prone and confusing for a user to type ^D when a graphics object is to be duplicated in one application and ^D when a graphics object is to be removed in another. The potential for bugs is obvious.