design principle Flashcards

1
Q

visibility

A

providing cues in the user interface that helps users recognise possible actions and how to do them

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2
Q

affordances

A

what we can do with things in our environment

the relationship between properties of an object and the capabilities of the user that determines how the object could be used

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3
Q

physical affordances

A

properties of an object that afford certain actions

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4
Q

what is an example of a physical affordance

A

buttons affording pressing

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5
Q

affordances of objects

A

some objects invite actions and tell us what to do with them

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6
Q

demand character

A

certain designs demand us to interact in a certain way

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7
Q

perceptual affordances

A

affordances of software that include all actions possible for the user via the user interface

action possibilities that the user can immediately recognise

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8
Q

what is an example of a perceptual affordance

A

buttons looking clickable

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9
Q

signifiers

A

indicators or signals that announce affordances but can also exist on their own

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10
Q

what is an example of an affordance of an object

A

door handle = pull

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11
Q

sensory indicators

A

perceived without thinking
icons/sounds/animations
based on a learned meaning of the signifier

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12
Q

cognitive indicators

A

require more processing
labels and instructions

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13
Q

how do signifiers show what’s not possible

A

greyed-out options

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14
Q

constraints

A

limit the actions the user can perform

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15
Q

what is an example of a constraint

A

date picker to avoid format errors

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16
Q

what are the 4 types of constraints

A

physical
semantic
logic
cultural

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17
Q

physical constraints

A

hardware limiting actions
e.g. only being able to join cables in one way

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18
Q

semantic constraints

A

thinking about what makes sense based on the situation
e.g. greyed out options

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19
Q

logic constraints

A

only one possibility for the action so the user goes with that one

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20
Q

cultural constraints

A

apply cultural conventions
e.g.red = stop

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21
Q

what are the 2 forcing functions that constraints can use to avoid errors

A

lock in prevents you from leaving a process prematurely
lock out prevents you from completing an action

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22
Q

feedback

A

provides feedback on actions and the status of the system and interactions in real time

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23
Q

which design principles prevent the gulf of execution

A

constraints
affordances
visibility
signifiers

24
Q

which design principles prevent the gulf of evaluation

A

feedback

25
Q

how can delays been shown when receiving feedback

A

loading circle or progress bar

26
Q

feedback on errors

A

users should be able to understand all error messages in order to get back on track

27
Q

what are the 6 types of design rules

A

generality
authority
golden rules
style guides
standards
design patterns

28
Q

generality

A

do they apply to many design situations or are they specific

29
Q

authority

A

how important it is that you apply the guidance

30
Q

what are the 8 golden rules

A

strive for continuity
seek universal usability
offer informative feedback
design dialogues to yield closure
prevent errors
permit easy reversal of actions
keep users in control
reduce short term memory load

31
Q

strive for consistency

A

the ui should be consistent within itself but also across other apple that the user may come across

31
Q

what are the 5 types of consistency

A

internal
external
syntactic
semantic
terminological

32
Q

what happens when a ui isn’t consistent

A

it can be hard for the user to know what the effect of their actions will be

33
Q

internal consistency

A

within the same application

34
Q

external consistency

A

across applications

35
Q

syntactic consistency

A

organizational
e.g. buttons should be displayed the same way each time

36
Q

semantic consistency

A

the meaning of things stay the same

37
Q

terminological consistency

A

words
e.g. “ok” always being the label of the button for ok

38
Q

seek universal usability

A

recognising the different types and contexts of users
e.g. experts vs novices

39
Q

offer informative feedback

A

there should be appropriate feedback in response to each action

40
Q

design dialogues to yield closure

A

ensuring that interactions between the user and the system have a clear beginning middle and end

41
Q

prevent errors

A

help the user stay on track and not get to the point of an error

42
Q

permit easy reversal of actions

A

providing undo functions

43
Q

keep the user in control

A

the user should be feel like the system is responding to their actions and they’re controlling it

44
Q

reduce short term memory load

A

the system should remember things for the user and they shouldn’t have to input int=formation multiple times

45
Q

standards

A

established guidelines and best practices

46
Q

what are the 4 principles of usability according to wcag

A

perceivable
operable
understandable
robust

47
Q

perceivable

A

information must be presented in a way that users can perceive it

48
Q

operable

A

components and navigation must be operable

49
Q

understandable

A

info should be understandable
should help users avoid mistakes

50
Q

robust

A

must be robust enough to be interpreted reliably by user agents including assistive technologies

51
Q

design patterns

A

recurring solutions that solve common design problems

52
Q

style guides

A

a design standard for specific products platforms and libraries that creates guidance for developers

53
Q

what do design patterns describe

A

a common problem
context it appears in
the solution and rationale
examples of the pattern being illustrated

54
Q

what do style guides define

A

what the ui should look like
how its operated
hoe it reacts to an input
what it feels like