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Java Foundation Classes, Visit the Java Technology and Swing Connection Web Sites at And Java Look and Feel Design Guidelines Frames version | No frames version | Reader Feedback Version 1.0.2 December 1999 Sun Microsystems, Inc. 901 San Antonio Road, Palo Alto, CA 94303 USA, 650 960-1300 Copyright© 1999 Sun Microsystems, Inc. All Rights Reserved. Terms of Use | Privacy Policy. java.sun.com : Design Guidelines Previous | Next | Contents | Index | Search http://java.sun.com/products/jlf/dg/higtitle.alt.htm [05/06/2000 14:11:49] Design Guidelines: Preface Preface Java Look and Feel Design Guidelines provides essential information for anyone involved in creating cross-platform applications and applets in the JavaTM programming language. In particular, this book offers design guidelines for software that uses the JavaTM Foundation Classes (JFC) together with the Java look and feel. Who Should Use This Book Although the human interface designer and the software developer might well be the same person, the two jobs require different tasks, skills, and tools. Primarily, this book addresses the designer who chooses the interface components, lays them out in a set of views, and designs the user interaction model for an application. (Unless specified otherwise, this book uses "application" to refer to both applets and applications.) This book should also prove useful for developers, technical writers, graphic artists, production and marketing specialists, and testers who participate in the creation of Java applications and applets. Java Look and Feel Design Guidelines focuses on design issues and human-computer interaction in the context of the Java look and feel. It also attempts to provide a common vocabulary for designers, developers, and other professionals. If you require more information about technical aspects of the Java Foundation Classes, visit the Java Technology and Swing Connection web sites at http://java.sun.com and http://java.sun.com/products/jfc. The guidelines provided in this book are appropriate for applications and applets that run on personal computers and network computers. They do not address the needs of software that runs on consumer electronic devices. What Is in This Book Java Look and Feel Design Guidelines includes the following chapters: Chapter 1, "The Java Look and Feel," introduces key design concepts and visual elements underlying the Java look and feel and offers a quick visual tour of an application and an applet designed with the JFC components and the Java look and feel. Chapter 2, "The Java Foundation Classes,"provides an overview of the JavaTM Development Kit and the Java Foundation Classes, introduces the JFC components, discusses the concept of pluggable look and feel designs, and describes the currently available look and feel options. Chapter 3, "Design Considerations," discusses some of the fundamental challenges of designing Java look and feel applications and applets and of providing for accessibility, internationalization, and localization. Chapter 4, "Visual Design," suggests ways to use the Java look and feel theme mechanism to change colors and fonts, provides guidelines for the capitalization of text in the interface, and gives recommendations for layout and visual alignment. http://java.sun.com/products/jlf/dg/higa.htm (1 sur 8) [05/06/2000 14:15:51] Design Guidelines: Preface Chapter 5, "Application Graphics," discusses the use of cross-platform color, the creation of graphics that suit the Java look and feel, and the use of graphics to enhance corporate and product identity. Chapter 6, "Behavior," tells how users of Java look and feel applications utilize the mouse, keyboard, and screen and provides guidelines regarding user input and human-computer interaction, including drag-and-drop operations. Chapter 7, "Windows, Panes, and Frames," discusses and makes recommendations for the use of primary, secondary, plain, and utility windows as well as panels, scroll panes, tabbed panes, split panes, and internal frames. Chapter 8, "Dialog Boxes," describes dialog boxes and alert boxes, sets standards for dialog box design, and provides examples of typical dialog boxes in Java look and feel applications. Chapter 9, "Menus and Toolbars," defines and gives guidelines for the use of drop-down menus, contextual menus, toolbars, and tool tips and provides examples of typical menus in Java look and feel applications. Chapter 10, "Basic Controls," covers the use of controls such as command buttons, toggle buttons, checkboxes, radio buttons, sliders, and combo boxes; it also describes progress bars and provides suggestions for their use. Chapter 11, "Text Components," explains and makes recommendations for the use of the JFC components that control the display and editing of text: labels, text fields, text areas, and editor panes. Chapter 12, "Lists, Tables, and Trees," discusses and makes recommendations for the use of lists, tables, and tree views. Appendix A, "Keyboard Navigation, Activation, and Selection," contains tables that specify keyboard operations for the components of the Java Foundation Classes. Glossary defines important words and phrases found in this book. Glossary terms appear in boldface throughout the book. What Is Not in This Book This book does not provide detailed discussions of human interface design principles or the design process, nor does it present much general information about usability testing. For authoritative explications of human interface design principles and the design process, see Macintosh Human Interface Guidelines. For the classic book on usability testing, see Jakob Nielsen's Usability Engineering. For details on both of these valuable resources, see Related Books and Web Sites. Graphic Conventions Screen shots in this book illustrate the use of JFC components in applications with the Java look and feel. Because such applications typically run inside windows provided and managed by the native platform, the screen shots show assorted styles of windows and dialog boxes from the Microsoft Windows, Macintosh, and CDE (Common Desktop Environment) platforms. http://java.sun.com/products/jlf/dg/higa.htm (2 sur 8) [05/06/2000 14:15:51] Design Guidelines: Preface Throughout the text, symbols are used to call your attention to design guidelines. Each type of guideline is identified by a unique symbol. Java Look and Feel Standards Requirements for the consistent appearance and compatible behavior of Java look and feel applications. Java look and feel standards promote flexibility and ease of use in cross-platform applications and support the creation of applications that are accessible to all users, including users with physical and cognitive limitations. These standards require you to take actions that go beyond the provided appearance and behavior of the JFC components. Occasionally, you might need to violate these standards. In such situations, use your discretion to balance competing requirements. Be sure to engage in user testing to validate your judgments. Cross-Platform Delivery Guidelines Recommendations for dealing with colors, fonts, keyboard operations, and other issues that arise when you want to deliver your application to a variety of computers running a range of operating systems. Internationalization Guidelines Advice for creating applications that can be adapted to the global marketplace. Implementation Tips Technical information and useful tips of particular interest to the programmers who are implementing your application design. Related Books and Web Sites Many excellent references are available on topics such as fundamental principles of human interface design, design issues for specific (or multiple) platforms, and issues relating to accessibility, internationalization, and applet design. Design Principles The resources in this section provide information on the fundamental concepts underlying human-computer interaction and interface design. http://java.sun.com/products/jlf/dg/higa.htm (3 sur 8) [05/06/2000 14:15:51] Design Guidelines: Preface Baecker, Ronald M., William Buxton, and Jonathan Grudin, eds. Readings in Human-Computer Interaction: Toward the Year 2000, 2d ed. Morgan Kaufman, 1995. Based on research from graphic and industrial design and studies of cognition and group process, this volume addresses the efficiency and adequacy of human interfaces. Hurlburt, Allen. The Grid: A Modular System for the Design and Production of Newspapers, Magazines, and Books. John Wiley & Sons, 1997. This is an excellent starting text. Although originally intended for print design, this book contains many guidelines that are applicable to software design. IBM Human-Computer Interaction Group. "IBM Ease of Use." Available: http://www.ibm.com/ibm/easy. This web site covers many fundamental aspects of human interface design. Laurel, Brenda, ed. Art of Human-Computer Interface Design. Addison-Wesley, 1990. Begun as a project inside Apple, this collection of essays explores the reasoning behind human-computer interaction and looks at the future of the relationship between humans and computers. Mullet, Kevin, and Darrell Sano. Designing Visual Interfaces: Communication Oriented Techniques. Prentice Hall, 1995. This volume covers fundamental design principles, common mistakes, and step-by-step techniques for handling the visual aspects of interface design. Nielsen, Jakob. Usability Engineering. AP Professional, 1994. This classic covers international user interfaces (including gestural interfaces), international usability engineering, guidelines for internationalization, resource separation, and interfaces for more than one locale. Norman,
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