by making everything clear through language, flow, hierarchy and metaphors for visual elements. Concision: However ironically, the over-clarification of information—for instance, by labelling the majority, if not the entirety, of items displayed on-screen at once, and regardless of whether or not the user would in fact require a visual indicator of some kind in order to identify a given item—can, and, under most normal circumstances, most likely will lead to the obfuscation of whatever information. Familiarity: Even if someone uses an interface for the first time, certain elements can still be familiar. Real-life metaphors can be used to communicate meaning. Responsiveness: A good interface should not feel sluggish. This means that the interface should provide good feedback to the user about what's happening and whether the user's input is being successfully processed. Consistency: Keeping your interface consistent across your application is important because it allows users to recognize usage patterns. Aesthetics: While you don't need to make an interface attractive for it to do its job, making something look good will make the time your users spend using your application more enjoyable; and happier users can only be a good thing. Efficiency: Time is money, and a great interface should make the user more productive through shortcuts and good design. Forgiveness: A good interface should not punish users for their mistakes but should instead provide the means to remedy them. Principle of least astonishment The principle of least astonishment (POLA) is a general principle in the design of all kinds of interfaces. It is based on the idea that human beings can only pay full attention to one thing at one time, leading to the conclusion that novelty should be minimized. Principle of habit formation If an interface is used persistently, the user will unavoidably develop habits for using the interface. The designer's role can thus be characterized as ensuring the user forms good habits. If the designer is experienced with other interfaces, they will similarly develop habits, and often make unconscious assumptions regarding how the user will interact with the interface. A model of design criteria: User Experience Honeycomb Peter Morville of Google designed the User Experience Honeycomb framework in 2004 when leading operations in user interface design. The framework was created to guide user interface design. It would act as a guideline for many web development students for a decade. Usable: Is the design of the system easy