4. Tasks and Happypaths Flashcards
Happy path
Shows each screen/window/page that the user gets for solving ONE task. You describe what the user does and how the system reacts. You put arrows between screens and mark the spaces where the user does something. Show only the flow when everything goes well
How many happy paths per task?
One
Dropdown
- One of many 2. Options hidden 3. Usually a large selection
Check box
- One or more of many 2. Options visible 3. Usually a small selection
Radio button
- Not a button 2. One of many 3. Options visible 4. Usually a small selection
Sliders
Sometimes selections are granular
Toggle
- On/off 2. Sometimes a single check box
Buttons
- Call to action 2. OK/Cancel was the paradigm for a long time 3. Descriptive calls to action
What are the 5 design principles?
- Visibility 2. Feedback 3. Constraints 4. Consistency 5. Affordance
Visibility
A control should be visible so users know it is available. A user should be able to initiate an action and see what they can do. WYSIWYG
Feedback
Sending information back to the user about what has been done and what has been accomplished. Feedback includes; audio, tactile, verbal, visual and combination of these. There should be feedback for every action
Constraints
Restricting the possible actions that can be performed. Helps prevent user from selecting incorrect options. Example; graying out fields
Consistency
Designing interfaces to have similar operations and use similar elements for similar tasks. Consistent interfaces are easier to learn and use. Example; Consistent colour, layout, fonts,… Internal consistency refers to designing operations to behave the same within an application and external consistency to designing operations, interfaces, etc, to be the same across applications and devices
Affordance
Refers to an attribute of an object that allows people to know how to use it. Example; a mouse button invites pushing, scrollbars invite moving up and down
What is alternative flow?
When the user does not do as planned during a happy path