Design Principles Flashcards

1
Q

Visibility

A

The mind is excellent at noticing and interpreting cues in the world

  • We use those cues to reason about how things work, cause and effect
  • Much everyday knowledge is in the world, not in the head
  • So visibility is one of the most important aspects in design
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2
Q

Visibility of System Status

A
  • Providing cues in the interface that help the user recognise:
    • What actions are possible?
    • How do I do it?
    • What happened?
    • Where did I get to?
  • Ideally, without having to think much
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3
Q

Visibility - Key Points

A
  • Out of sight, out of mind!
  • Discoverability: the ease in which users can
    • Find out what they are possible actions are
    • Navigate the interface and find what they are looking for
  • Visibility of system status
    • Only by knowing the current system status can you change it
    • A lack of information equates to a lack of control
  • Lack of visible response leads users to think their action had no effect
    • Multiple clicks because system didn’t respond …
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4
Q

Affordances

A

Affordances are the possible actions in the relation between a user and an object

  • Affordances arise from the relationship of
    • Properties of the object
    • Capabilities of the user
  • In relation, object properties and user capabilities determine how the object could possibly be used
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5
Q

Affordances in Design

A
  • Affordances are a central concept in design
  • The idea is that we can design objects so that
    • they “tell us” what we can do with them
    • we can perceive how to use them
  • The concept has its roots in Gestalt psychology:
    • “The meaning … of a thing seems to be
      perceived just as immediately as its colour …”
    • a fruit says ‘Eat me’, water says ‘Drink me’
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6
Q

Affordances of Objects

A
  • Objects invite actions
    • The mailbox ‘invites’ the mailing of a letter
  • Objects tell us what to do with them
    • The handle wants to be grasped
  • Objects have a demand character
  • “When affordances are taken advantage of, the user knows what to do just by looking: no picture, label or instruction needed”
    (Don Norman)
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7
Q

Physical Affordances

A
  • Properties of objects that afford certain actions
  • Hard controls in user interfaces
    • Buttons afford pressing
    • Knobs afford turning
    • Sliders afford pushing
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8
Q

Perceptual Affordances

A
  • Affordances of software include all actions that are possible for the user, through the user interface
  • Some of the affordances of user interfaces are like physical affordances
    • Interface elements that have perceptual affordances
    • Buttons that are rendered to look clickable
    • type-in fields that invite typing
  • Perceptual affordances convey action possibilities that users can instantly recognise
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9
Q

Affordances of Software

A
  • Affordances of software can be vast
    • Think of all actions possible in (e.g.) Office software
  • Many affordances are abstract and have no obvious appearance
    • Objects may afford scaling, rotating, moving
    • A list may afford searching
    • a web shop may afford chat with a shop assistant
  • How can a user know about all the affordances and their possible actions?
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10
Q

Signifiers

A
  • Signifiers are the signalling component of an affordance
    • A signifier makes user aware of an affordance
    • Signifiers indicate possible actions, and how to perform them
  • Signifiers are sensory or cognitive indicators of the presence of an affordance
    • Sensory indicators can be perceived without thinking
    • Cognitive indicators require more processing
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11
Q

Sensory and Cognitive Cues

A
  • Sensory cues support recognition “at a glance”
    • Icons, sounds, animations
    • Affordance immediately perceivable
    • Based on learned meaning of the signifier
  • Cognitive cues require more processing
    • Labels
    • Instructions
  • Signifiers can also indicate what’s not available
    • Greyed-out options
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12
Q

User interfaces that are easy to learn

A
  • Signifiers and affordances “teach” users what they can do with an application or system
  • The goal is to make the user interface self-explaining
  • Using signifiers that draw on user’s knowledge
    • For example, on-screen buttons used to be rendered in 3D in analogy to physical buttons
    • Now we use flat 2D designs as we have learned their affordance
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13
Q

Some affordances are hard to convey

A
  • For some affordances, it is difficult to provide signifiers through the interface itself
  • Personal voice assistant
    • How to signify that Alexa affords voice commands by saying “Alexa” followed by the command?
    • Amazon relies on tutorials, stickers, and TV commercials to signify this affordance
  • Multi-touch (when the iPhone was new)
    • Koi Pond app
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14
Q

Affordances - Key Points

A
  • A central challenge of designing a user interface is to decide what affordances an interface will have and how to signify that they exist
  • Affordances and signifiers address the gulf of execution
    • What can I do? How can I do it?
  • Signifiers are the signalling component of an affordance
    • Making users aware of available actions, and indicating how to perform them
  • Ideally, a user interface lets a user perceive at a glance what they can do
    • But that’s not always possible
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15
Q

Constraints

A
  • Constraints limit the actions that can be performed by the user
  • Constraints are purposely used for guiding the user
  • Reducing the number of actions and choices
  • Prevent actions that lead to error
  • Provide cues for the proper course of action
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16
Q

Constraints | Example

A
  • Make it impossible to enter invalid data
  • Make it impossible to drive the mouse cursor of the screen
  • Map only one axis of the mouse when it drags the scroll bar
  • Make it impossible to close a document when there are unsaved changes
17
Q

Types of Constraint

A
18
Q

Constraints are also Affordances

A
  • Choice of controls constrains possible action
    • Buttons are pressed
    • Knobs are turned
    • Sliders are pushed
  • These are constraints but also affordances
  • They guide the user to perceive what actions are possible
19
Q

Example: Date Picker

A
  • Avoid input that is not valid
  • Typing error
  • Avoid instruction about format
  • e.g., dd/mm/yyyy
  • Apply logical constraints
  • e.g., only dates in the future for a booking
20
Q

Feedback

A
  • Providing users with feedback on their actions, and on the status of the system and the interaction
  • Feedback on
    • Current action – what’s happening?
    • Time – how long does it take?
    • Change – what has changed or is about to change in the system?
    • Task – tell user’s where they are and what’s next
    • Completion – tell them when they are done
    • Error – feedback when something went wrong
21
Q

Feedback in Time

A
  • Feedback in real-time: immediate feedback on the effect of action
  • Response in time-scale of 100ms considered real-time
    • light goes on when switch turned on
    • letters appearing on screen as we type
  • Some actions require faster feedback (in the 10ms scale)
    • Writing with digital ink
    • Moving objects on touchscreen
    • Updating VR display to head movement in head-mounted displays
22
Q

Feedback about Time

A
  • Feedback when the system needs longer
  • Shorter delay (~1s): show that activity is underway
  • Longer delay (»1s): show progress and/or time
23
Q

Feedback about Tasks

A
  • Feedback on the status of tasks
  • Multi-step tasks: show the user where in the process they are
  • Next step: let users know what happened and what they need to do next
  • Completion: provide clear feedback that they are done
24
Q

Feedback about Errors

A
  • When an error occurred, users need feedback that they can understand and on which they can take action
  • Help users recognise, diagnose and recover from error
  • Make the problem clear
  • Provide a solution
  • Show a path forward
  • Propose an alternative