2 - Fundamentals Flashcards

1
Q

Why are discoverability and understanding important in good design?

A

Discoverability because it tells you what actions are possible and where you can perform them. Understanding because it tells you how to use the product.

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2
Q

What is Schneiderman’s Strive for Consistency heuristic?

A

Use consistent standards across models to facilitate usability for users.

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3
Q

What is Schneiderman’s Enable frequent users to use shortcuts heuristic?

A

Allow expert users to use shortcuts (ex. ctr + c) to maximize efficiency of use.

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4
Q

What is Schneiderman’s Offer informative feedback heuristic?

A

Users should know where they are and what is going on at all times (timely & understandable feedback)

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5
Q

What is Schneiderman’s Design dialogs to yield closure heuristic?

A

The interface should return some feed that indicates that a process has ended (ex. online payment -> end with verification that payment has gone through)

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6
Q

What is Schneiderman’s Offer error prevention and simple error handling heuristic?

A

An interface should tell the user that something has gone wrong, and provide instructions on how to solve it.

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7
Q

What is Schneiderman’s Permit easy reversal of actions heuristic?

A

User can undo his/ her actions.

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8
Q

What is Schneiderman’s Support Internal Locus in Control?

A

Give users the sense that they are in full control.
Ex. double-check with user that they want to delete something.

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9
Q

What is Schneiderman’s Reduce short-term memory load heuristic?

A

Interface should be simple & recognizable (computer should do most of the work).

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10
Q

What is Norman’s Discoverability principle?

A

Users should be able to determine possible actions from the object’s interface. Discoverability stems from good design principles.

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11
Q

What is Norman’s Affordances principle?

A

Users should know what an object can afford from the way it looks.

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12
Q

What is Norman’s Signifiers principle?

A

An interface can be complemented by signals that clarify how to use an object.

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13
Q

What is Norman’s Feedback principle?

A

Feedback should be immediate, informative, planned, and prioritized.

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14
Q

What is Norman’s Constraints principle?

A

Interactions should be limited; give users limited options.

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15
Q

What is Norman’s Conceptual Models principle?

A

The representation a user makes in his/ her mind should match the designer’s

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16
Q

What is Norman’s Mapping principle?

A

There should be a good relationship between the controls, movements, and the results on the interface.
Ex. a scrollbar (move it up, page goes up)

17
Q

What is Nielson’s Visibility of System Status heuristic?

A

Users should be informed about what is going on with the object.

18
Q

What is Nielson’s Match between the system and the real-world heuristic?

A

Design should speak the user’s language.
Ex. use a trash can item to symbolize deleted files in a computer

19
Q

What is Nielson’s User control and freedom heuristic?

A

An “emergency exit” to leave an unwanted action

20
Q

What is Nielson’s Consistency and standards heuristic?

A

Similar interfaces/ updates should follow the same standards.

21
Q

What is Nielson’s Error prevention heuristic?

A

Good error messages and preventions.
Ex. password requirements

22
Q

What is Nielson’s Recognition rather than recall heuristic?

A

The user should recognize design elements, but should not have to recall.

23
Q

What is Nielson’s Flexibility and Efficiency of use heuristic?

A

Interfaces should have shortcuts that are not visible to novice users

24
Q

What is Nielson’s Aesthetic and minimalist design heuristic?

A

An interface should not contain irrelevant or rarely used information.

25
Q

What is Nielson’s help users recognize, diagnose and recover from errors heuristic?

A

Interfaces should provide interpretable error messages, not error codes.

26
Q

What is a heuristic evaluation

A

Method for finding usability problems in a user interface design (usability problems x evaluators, black box indicates a problem)