Contents
This document describes guidelines for FLTK-based
user-interfaces which are used by the FLTK developers for the
widgets and applications that ship with FLTK. Since FLTK is a
cross-platform toolkit, the layout and design guidelines
described here may conflict with those recommended by your
favorite vendor or environment. We we have chosen common
elements from the CDE/Motif, GNOME, KDE, MacOS, and Windows
environments to promote consistency and simplicity across
platforms.
The following list of documents should serve as an
introduction to the various user-interface guidelines for each
platform, along with some recommended reading for user-interface
design:
The following list of UI guidelines can be found from multiple
sources and was compiled from a survey of people that do user
interfaces - Google
for references. The order is from most useful to least useful
guideline:
- Know thy user, and YOU are not thy user.
- Things that look the same should act the same.
- Everyone makes mistakes, so every mistake should be
fixable.
- The information for the decision needs to be there
when the decision is needed.
- Error messages should actually mean something to the
user, and tell the user how to fix the problem.
- Every action should have a reaction.
- Don't overload the user's buffers.
- Consistency, consistency, consistency.
- Minimize the need for a mighty memory.
- Keep it simple.
- The more you do something, the easier it should be to
do.
- The user should always know what is happening.
- The user should control the system. The system
shouldn't control the user. The user is the boss, and the
system should show it.
- The idea is to empower the user, not speed up the
system.
- Eliminate unnecessary decisions, and illuminate the
rest.
- If I made an error, let me know about it before I get
into REAL trouble.
- The best journey is the one with the fewest steps.
Shorten the distance between the user and their
goal.
- The user should be able to do what the user wants to
do.
- Things that look different should act different.
- You should always know how to find out what to do
next.
- Don't let people accidentally shoot themselves.
- Even experts are novices at some point. Provide
help.
- Design for regular people and the real world.
- Keep it neat. Keep it organized.
- Provide a way to bail out and start over.
- The fault is not in thyself, but in thy system.
- If it is not needed, it's not needed.
- Color is information.
- Everything in its place, and a place for
everything.
- The user should be in a good mood when done.
- If I made an error, at least let me finish my thought
before I have to fix it.
- Cute is not a good adjective for systems.
- Let people shape the system to themselves, and paint
it with their own personality.
- To know the system is to love it.
User input is supplied using the mouse and keyboard in FLTK.
FLTK provides visual cues indicating which widget will receive
keyboard input. Shortcuts (special key sequences) can be used to
activate a widget or function.
Most mice have 1 to 3 buttons; in some cases, the second
button may also have a wheel that is used for scrolling. For the
purposes of discussion, we will assume a right-handed mouse where
button 1 is the leftmost button, button 2 is the middle button,
and button 3 is the rightmost button.
Since all Apple computers come with a 1 button mouse and many
users do not know how to use a multi-button mouse, all programs
should be usable with a 1 button mouse.
The left button is used to click on buttons, set the insertion
point in text fields, drag text and/or objects, and select text
and/or objects. Double-clicking the left button button typically
activates or selects text and/or objects under the mouse
pointer.
The middle button is typically used as a substitute for
double-clicking button 1 and (in text fields) to paste selected
text at the mouse pointer position.
The right button is typically used to display a
context-sensitive menu for the control underneath the mouse
pointer. On MacOS, the right button is simulated by holding the
Ctrl key down and clicking the left button.
The mouse wheel is used for scrolling. Normally, the mouse
wheel will scroll whatever control is underneath the mouse
pointer. Moving the wheel forward scrolls up, backward scrolls
down, and (if so equipped) left/right movement scrolls in the
corresponding direction.
FLTK has visible focus queues that show which widget will
receive keystrokes by default. For text controls, a cursor is shown
inside the control. For non-text controls, a dotted border is drawn
inside the edge of the control:
 Text Field w/Focus |
 Button w/Focus |
Keyboard shortcuts are typically combinations of one or more
modifier keys with a letter or number. Special keys such as
Enter, Return, and Escape are
often used by themselves to activate functions in an application
or window.
The following is a list of standard keyboard shortcuts that
should never be used for other functions; FL_COMMAND is
mapped to the clover (command) key on MacOS and the Ctrl key on
other platforms:
Shortcut | Description |
FL_COMMAND+'a' | Select All |
FL_COMMAND+'A' | Select None |
FL_COMMAND+'c' | Copy |
FL_COMMAND+'f' | Find |
FL_COMMAND+'g' | Find Next |
FL_COMMAND+'n' | New |
FL_COMMAND+'o' | Open |
FL_COMMAND+'p' | Print |
FL_COMMAND+'q' | Quit (Application) |
FL_COMMAND+'r' | Replace |
FL_COMMAND+'s' | Save |
FL_COMMAND+'S' | Save As |
FL_COMMAND+'u' | Duplicate |
FL_COMMAND+'v' | Paste |
FL_COMMAND+'w' | Close |
FL_COMMAND+'x' | Cut |
Widgets are the user interface controls that the user
interacts with to perform some task. FLTK provides a rich set of
widgets which are illustrated in the following sections.
Good layout and design of user interfaces can take time,
planning, and research, however the following guidelines can be
used to simplify the process. In addition, FLUID offers guide
lines based on these layout rules which makes it easy to design
user interfaces that conform.
FLTK controls should (consistently) use one of three standard
sizes - tiny, small, and normal - as summarized by the following
table:
Size | Label/Text Size | Widget Height | Usage |
Tiny | 8 | 15 | Small control panels, tool windows |
Small | 11 | 20 | High-density dialogs, tool windows |
Normal | 14 | 25 | Document, tool, and dialog windows |
Tiny widgets should be positioned with no space between them
and the edge of the window:

Tiny Widgets
Small widgets should be positioned with 0 or 5 pixels between
them and 5 pixels from the edge of the window:

Small Widgets
Normal widgets should be positioned with 0 or 10 pixels
between them and 10 pixels from the edge of the window.

Normal Widgets
Windows are part of every GUI application and can generally be
placed in one of three categories: document, tool, dialog.
Document windows, sometimes called application windows,
are used as the main interface for an application. Traditionally,
document windows have a menubar at the top, a toolbar below the
menubar, a content area in the middle, and a status area at the
bottom:

Document Window
Note:
The MacOS UI puts the menubar at the top of the screen
instead of the top of the document window. This has some
usability benefits because it allows the user to "slam"
the mouse to the top of the screen and then position the
mouse pointer in only one dimension to select a menu, and
of course MacOS users are familiar with this placement of
the menubar.
FLTK supports both in-window and system menubars on
MacOS X. The choice of menubar is left up to the
developer. |
Tool windows provide a palette of buttons and/or options for
mode-based user interfaces. For example, an image painting
application might have a tool window with selection and drawing
tools. Clicking on a tool button selects that mode in the
application.
Dialog windows are used to receive (input) or display (output)
information. They are temporary windows, usually modal, and have
one or more buttons at the bottom of the window. Dialog windows
should not have a menubar - those are for document windows.
In almost all cases, an input dialog window will have a
"Cancel" button along with one or more action buttons. The action
buttons should be labeled with unambiguous verbs or phrases
indicating their actions and not generic words like "Yes",
"No", and "OK". The general rule of thumb is this: if you can
remove everything from the window except the buttons and still
have a meaningful dialog, then you have the right labels on your
buttons:

Incorrect, Ambiguous Input Dialog |

Correct, Unambiguous Input Dialog |
Output dialogs typically display a single paragraph or
sentence and have a single button labeled "OK" which dismisses
the dialog. When displaying potentially complex information, an
additional "Details" button is provided to expand the dialog or
display a new dialog with the detailed information. "Close"
buttons should not be used in output dialogs since "close"
is a verb and is used in input dialogs:

Incorrect Output Dialog |

Correct Output Dialog |