design principle Flashcards

1
Q

visibility

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

physical affordances

A

properties of an object that afford certain actions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

what is an example of a physical affordance

A

buttons affording pressing

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

affordances of objects

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

demand character

A

certain designs demand us to interact in a certain way

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

what is an example of a perceptual affordance

A

buttons looking clickable

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

signifiers

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

what is an example of an affordance of an object

A

door handle = pull

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

sensory indicators

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

cognitive indicators

A

require more processing
labels and instructions

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

how do signifiers show what’s not possible

A

greyed-out options

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

constraints

A

limit the actions the user can perform

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

what is an example of a constraint

A

date picker to avoid format errors

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

what are the 4 types of constraints

A

physical
semantic
logic
cultural

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

physical constraints

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

semantic constraints

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

logic constraints

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

cultural constraints

A

apply cultural conventions
e.g.red = stop

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

feedback

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

25
how can delays been shown when receiving feedback
loading circle or progress bar
26
feedback on errors
users should be able to understand all error messages in order to get back on track
27
what are the 6 types of design rules
generality authority golden rules style guides standards design patterns
28
generality
do they apply to many design situations or are they specific
29
authority
how important it is that you apply the guidance
30
what are the 8 golden rules
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
strive for consistency
the ui should be consistent within itself but also across other apple that the user may come across
31
what are the 5 types of consistency
internal external syntactic semantic terminological
32
what happens when a ui isn't consistent
it can be hard for the user to know what the effect of their actions will be
33
internal consistency
within the same application
34
external consistency
across applications
35
syntactic consistency
organizational e.g. buttons should be displayed the same way each time
36
semantic consistency
the meaning of things stay the same
37
terminological consistency
words e.g. "ok" always being the label of the button for ok
38
seek universal usability
recognising the different types and contexts of users e.g. experts vs novices
39
offer informative feedback
there should be appropriate feedback in response to each action
40
design dialogues to yield closure
ensuring that interactions between the user and the system have a clear beginning middle and end
41
prevent errors
help the user stay on track and not get to the point of an error
42
permit easy reversal of actions
providing undo functions
43
keep the user in control
the user should be feel like the system is responding to their actions and they're controlling it
44
reduce short term memory load
the system should remember things for the user and they shouldn't have to input int=formation multiple times
45
standards
established guidelines and best practices
46
what are the 4 principles of usability according to wcag
perceivable operable understandable robust
47
perceivable
information must be presented in a way that users can perceive it
48
operable
components and navigation must be operable
49
understandable
info should be understandable should help users avoid mistakes
50
robust
must be robust enough to be interpreted reliably by user agents including assistive technologies
51
design patterns
recurring solutions that solve common design problems
52
style guides
a design standard for specific products platforms and libraries that creates guidance for developers
53
what do design patterns describe
a common problem context it appears in the solution and rationale examples of the pattern being illustrated
54
what do style guides define
what the ui should look like how its operated hoe it reacts to an input what it feels like