Design Principles Flashcards

1
Q

What are design principles?

General “rules of thumb” that describe features of “usable” systems

Guidelines concerning what to include and what not to include in an interface

A

General “rules of thumb” that describe features of “usable” systems

Guidelines concerning what to include and what not to include in an interface

Comes from:

  • Theory
  • Research
  • Practice

They represent knowledge derived and sythesized from the above sources

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2
Q

What are design principles useful for?

A

Informing design

  • Help designers to think critically about their systems
  • Guide designers toward approaches (e.g., layout, structure, emphasis, etc) have been shown to work or have strong theoretical support

Evaluating solutions

  • Used later in heuristic evaluation and referred to then as usability principles
    • Conudcted by experts(user involvement not required)
    • Very effective at catching certain design flaws early in design process
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3
Q

What are the design principle names?

A
  1. Visibility
  2. Constraints
  3. Feedback
  4. Mapping
  5. Consistency
  6. Affordance
  7. Simplicity
  8. Matching
  9. Minimize memory load
  10. Diagnose/recover from errors
  11. Control and freedom
  12. Flexibility
  13. Provide help
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4
Q

What is design principle: Visibility?

A
  • Make core user functions clearly apparent(e.g., toolbars vs. Menus)
  • Hide secondary user functions
  • Visible properties guide users as to what to do next
  • Structure enhances visibility

Examples:

think about MS word’s top menu bar

or the attached image

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5
Q

What is the design principle: Constraints?

A

Constraints

Restrict the kinds of user actions that can take place for any given mode of interaction

Provide people with a range of usage possibilities

If hard constraints don’t make sense, try to at least guide user

Example:

Forms with limited domains/dropdowns/options

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6
Q

What is the design principle: Feedback

A

Continuously inform the user about what the system is doing

How the system is interpreting the user’s input

User should at all times be aware of what is going on

Feedback should be as specific as possible based on user input, ideally provided in the context of the user’s action.

With longer jobs, the more detail you can provide on the status, the better

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7
Q

Design Principle: Feedback

Lack of feedback relates directly to one of Don Norman’s gulfs

Which one is it and why?

A

Gulf of evaluation:

  • User does not receive enough information from the system to construct a proper mental model
  • User has trouble interpreting system output in light of his/her goals
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8
Q

For feedback, how do user perceive delays in response time?

A

Response time

  • How users perceive delays
    • 0.1 second max: perceived as “instantaneous”
    • 1 second max: user’s flow of thought stays uninterrupted, but delay noticed
    • 10 seconds: limit for keeping user’s attention focused on the dialog
    • > 10 seconds: user will want to perform other tasks while waiting, i.e. get a cup of coffee

Feedback during long delays can be:

  • Cursors (short transactions)
  • Percent done dialogs
  • Other parts of the interface should continue working (if possible) as the long task completes
  • Should be possible to pause/cancel long jobs
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9
Q

How does the design principle feedback relate to “good” or high bandwidth connectivity?

A

Not everyone has fast/reliable internet (know the user)

Types of delays:

  • Accessing a backend database
  • Downloading large content

Length downloads change users’ perception of the quality of the content

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10
Q

design principle: feedback

What are some strategies for dealing with connectivity-related delays?

A

Providing appropriate feedback

  • E.g., Where, what, quantity of data, estimated time remaining

Ensuring that the content that downloads first is meaningful

  • E.g., Descriptive tops of pages, informative ALT text labels for images, selective downloading

Users may be able to get what they need without the large content

Enabling offline operations

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11
Q

What is the design principle of Mapping?

A
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12
Q

What is “Instrumental Interaction and what is the following:

Domain object

Instrument

Device

A

Two metrics from Michel Beaudouin-Lafon’s “Instrumental Interaction”

– Degree of Integration
– Degree of Compatibility

Domain Object:

  • Data(object) of interest
    • Text in text editor
    • Shapes in a drawing program

Instrument:

  • Method by which domain objects are manipulated (e.g. widget)

Device

  • Input device used to manipulate the instrument (mouse)
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13
Q

What is degrees of freedom?

A

How many “dimensions” something can be manipulated in

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14
Q

How many degrees of freedom is:

A mouse

Rotary knob

Scroll bar

A

mouse?

  • 2 DOF movement + 1 per button

rotary knob?

  • 1 DOF (angle)

scroll bar?

  • 1 – up or down
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15
Q

What is degree of integration

A

Ratio of degrees of freedom (DoF) of instrument to DoF of input device

i.e., instrument DoF / device DoF

Indicates degree to which the input devices map onto the logical part of the interface instrument

Example: Scrollbars and mouse: 1⁄2

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16
Q

What would the examples be for the following degree of integration:

1/2

2/2

3/2

A

Freedom of instrument to freedom of input device

1/2 = Scroll bar being manipulated by mouse

2/2 = Moving a 2d shape on the screen (folder on desktop) with mouse

3/2 = A 3d object with a mouse

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17
Q

What does it mean when the degree of integration ratio is >1?

A

This would indicate more effort required on part of user, because the input device does not naturally perform the abilities needed, an additional button press or something would need to be implemented.

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18
Q

What is degree of compatibility?

despite being a fairly intuitive mapping, using typical scroll bar has low degree of compatibility

Why?

A

Similarity between physical action and response of the object

Dragging object has high degree of compatibility What about inputting numbers to change font size?

Think of a smart phone, flicking up and down to scroll is much more natural then using the typical scroll bar.

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19
Q

What is the design principle of Consistency?

A
  • Consistent language/terminology
  • Consistent graphics
    • Same information/controls in same location on all screens dialog boxes
    • Forms, pages, etc. follow boiler plate
    • Especially important for websites: helps user know they are still on the same site
  • principle of least surprise (gestalt)
    • similar things should act similarly
    • different things should look different
  • Consistent interaction
    • Consistent results
      • Same commands, actions will always have the same effect in equivalent situations
      • Consistent results lead to predictability
    • Consistent input
    • Consistent syntax across complete system “Ctrl+C”/“Ctrl+V” for Copy/Paste in Windows
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20
Q

Considering the design principle of Consistency, what is wrong with these check boxes?

A

The offset?

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21
Q

What can inconsistency lead to?

A
  • Inconsistency can lead to
    • User frustration
    • Increased learning time
    • Errors
    • Disorientation (Web)
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22
Q

What is the design principle of Affordances?

A

Properties of an object “suggest” how the object may be interacted with

  • a door panel affords pushing
  • a door handle affords pulling
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23
Q

How would one use metaphors to suggest affordances?

A
  • Can use metaphors to suggest affordances
  • Metaphor of desktop, files, folders, trash can, etc.
  • But remember affordances may not transfer from physical to digital world
  • Don’t blindly mimic real-world controls
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24
Q
A

Degree of freedom and integration.

How do you click or adjust the knob with mouse and keyboard? It’s not intuitive

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25
Q

What is the design principle of Simplicity?

A
  • Common tasks should be easy to perform
    • E.g., minimize the number of steps
  • Use the minimum amount of visual information to effectively communicate design goals
  • Simplicity leads to quickly recognized and understood functionality
    • Less information == less time to process
  • Simplicity also promotes memorability
    • Less to remember
  • Minimize number of controls and graphical elements
  • Include only those that are necessary
    • Eliminate, or relegate others to secondary windows, etc.
  • Minimize clutter
    • Clutter hides important information
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26
Q

When possible with the design principle of simplicity, what should be used whenever posssible?

A
27
Q

Why should interfaces not contain information that is irrelevant or rarely needed?

A

Should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

good-looking interfaces are enjoyable to use.

28
Q

What is an approach involving the mouse to assist with simplicity?

A

Hover over controls.

The downside is, how does the user know that there is controls that can be hovered over?

29
Q

How do expanding forms represent simplicity?

What is the downside?

A

expanding forms provide interaction only when it is requested

what is the downside of this approach?

How do they know it can do this?

30
Q

What is the design principle of Matching?

A
  • Match between system and real world
    • Speak the user’s language
    • Any terminology should be based on user’s language for the task
31
Q

What are examples of usiing meaningful mnemonics, icone and abbreviations in Matching?

A
32
Q

What is the design principle of Minimize Memory Load?

A
  • Computers are good at remembering things, people aren’t!
  • Leverage what we know about human memory. E.g.,
    • Promoting recognition over recall
    • Use chunking to reduce short-term memory load
33
Q

What is the design principle of Diagnose/Recover from Errors?

A

No matter how good your design is, users will make errors. What happens when they do?

34
Q

What are types of Errors users can make (Diagnose/Recover from errors)

A

Mistakes:

  • conscious deliberations that lead to an error instead of the correct solution
  • Intended action – unintended result
  • e.g., pressing send to send an email, but it sends to ALL instead of ONE

Slips:

  • unintended action
    • e.g., pressed X when meant to maximize
  • unconscious behavior that gets misdirected en route to satisfying a goal,
    • e.g. drive to store, end up in the office
  • shows up frequently in skilled behavior
  • often arises from similarities of actions
35
Q

What are the primary differences between Slips and Mistakes?

A

slips could be a lapse in attention, a change in routine (always clicking OK, even to “accept virus”), or difficult to use system

mistakes typically occur when a person misunderstands something

36
Q

Exercise: classify these as slips or mistakes

  1. Mistyping an email address
  2. Clicking on a heading that isn’t a link
  3. Clicking “Save” instead of “Open”
A
  1. Slip
  2. Mistake
  3. Slip
37
Q
A

Mistake

38
Q

What is a Capture Error (Slips)?

A

capture error - frequently done activity takes charge instead of intended one

occurs when common and rarer actions have same initial sequence

  • Telling someone your cell number when you intended to give your work number
  • Clicking “OK” in a delete file dialogue box when you don’t want to delete it
  • leave your house, and end up walking toward school instead of to the grocery store
39
Q

What is a description error (slips)?

A

description error - intended action similar to others that are possible

  • Usually occurs when right and wrong objects physically near each other
    • pour milk into bowl instead of glass
    • move file to trash instead of to folder
40
Q

What is a loss of activation slip?

A

Loss of activation – focus or memory lapses

Forgetting what the goal is while undergoing the sequence of

actions

  • start going to room and forget why you are going there navigating menus/dialogs and can’t remember what you are looking for but continue action to remember (or go back to beginning)

due to interruption

  • get coat out, interrupted by phone call; then go out without coat

due to satisfied parallel goal

  • walking away from ATM w/o card, got cash!
  • walking away from copier without originals, got copy
41
Q

What are Mode Errors (Slip)?

A

People do actions in one mode thinking they are in another

  • refer to file that’s in a different directory
  • look for commands / menu options that are not relevant Daily life in vi
42
Q

What are the types of slip errors?

A
  1. Capture Error
  2. Description Error
  3. Loss of activation
  4. Mode errors
43
Q

What are the general rules for designing for Slips and Mistakes?

A
  • design to prevent errors from occurring: prevent slips before they occur (e.g., visible modes)
  • eliminate error-prone conditions
  • Detect and correct slips when they do occur
  • Allow for user correction through feedback and undo
  • lower demands on short-term memory!! keep procedures short
  • minimize interruptions
  • use forcing functions
    • automatic transmission: you must hold down brake to shift out of Park
    • must take card out of ATM before you get your money
44
Q

How do you design for the specific slips of:

  1. Description Errors
  2. Capture Errors
A

description errors

  • in icon-based interfaces, make sure icons are not too similar
  • check for reasonable input, etc.

capture errors

  • on top of confirmations, make actions undoable
  • allows reconsideration of action by user
    • e.g. Recycle bin can be opened and “deleted” file taken back out

preventing capture and description errors (slips)

  • avoiding habitual action sequences with identical prefixes (start one command but can finish another)
  • avoid actions with very similar descriptions
  • keep dangerous commands away from common ones
45
Q

How do you design for the specific slips of:

  1. Loss of activation
  2. Mode Errors
A

loss of activation

  • if system knows goal, make it explicit (e.g, breadcrumbs on web, status in wizard)
  • if not, allow person to see path taken

Modes: No one remembers what mode they’re in

  • eliminate modes
  • increase visibility of mode
  • spring-loaded or temporary modes (shift on iphones)
  • disjoint action sets in different modes
46
Q

How do you prevent errors with confirmation dialogs?

A
47
Q

How are greying out items a good prevention technique?

A
48
Q

What are the Generic System Responses for Errors?

A

Gag

  • deals with errors by preventing the user from continuing
    • E.g., can’t continue until correct password is entered

Warn

  • warn people that an unusual situation is occurring
  • when overused, becomes an irritant

Self-correct

  • system guesses legal action and does it instead
  • but incorrect guessing leads to trust issues
    • E.g., auto capitilization

Do nothing

  • illegal action just doesn’t do anything
  • user must infer what happened
    • enter letter into a numeric-only field (key clicks ignored) put a file icon on top of another file icon (returns it to original position)

Lets talk about it

  • system initiates dialog with user to come up with solution to the problem
    • compile error brings up offending line in source code

Teach me

  • system asks user what the action was supposed to have meant
  • action then becomes a legal one
    • Learning systems
    • “did you mean…”?
49
Q

What are Shneiderman’s guidelines for error messages?

A
  • Have a positive tone: avoid using terms like FATAL, INVALID, BAD
  • Be specific and address the problem in the user’s terms: avoid obscure internal codes
  • Put users in control: tell them what they should do to recover and continue
  • Use a consistent interface and comprehensible format Audio warnings should not be embarrassing
  • Provide context-sensitive help, F1
  • User the User’s language!!!!!!
    • restate the user’s input
      • do not use “cannot open file”
      • Use “cannot open file named paper.doc”
50
Q

What does it mean to show errors as early as possible?

A
51
Q

Re-write the following common error messages using friendlier language. The message should explain the cause and suggest a method for fixing the problem. For each message imagine a context in which the problem will occur:

– SYNTAX ERROR
– INVALID FILE NAME

– INVALID DATA

A

There is a problem with the way you have written the command. Check for typos.

You cannot use ‘/’ or ‘?’ in a file name. Please choose another file name.

This field will only accept numeric data. Try again, checking that only numbers are used.

52
Q

What is the design principle of Control and Freedom

A

Users don’t like to feel trapped by the computer

  • Should offer an easy way out of as many situations as possible

users should be free to do what they want to do, and not restricted by the system

learning by exploring – low consequences

53
Q

What are good design strategies for Control and Freedom?

A

Strategies:
Cancel button (for dialogues waiting for user input) Undo (can get back to previous state)
Interrupt (especially for lengthy operations)
Quit (for leaving the program at any time)
Defaults (for restoring a property sheet)

Ways to enable/disable automatic features

  • e.g., auto-correct

Let users turn off “features”

  • What if autocorrect or auto alignment does it wrong
  • Word capitializes start of a sentance - but you often make table captions without caps
54
Q

What is the design principle of flexibility?

A

Shortcuts: Experienced users should be able to perform frequently used operations quickly

Strategies:

  • accelerators
    • E.g., command completion, menu shortcuts, function keys
  • navigation jumps
    • e.g., going to window/location/page directly, and avoiding intermediate nodes
  • type-ahead (entering input before the system is ready for it)
  • history systems
    • WWW: ~60% of pages are revisits
55
Q

What are accelerators?

A

accelerators – unseen by the novice user – may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

56
Q

If an application has a diverse user base, it is difficult (if not impossible) to design it to suit all needs

What is one solution?

A
57
Q

What is the design principle of Provide Help

A

Help is not a replacement for bad design

Simple systems:

  • walk up and use; minimal instructions required

Most other systems:

  • Feature rich
  • Some users will want to become “experts” rather than “casual” users
  • Intermediate users need reminding, plus a learning path
58
Q

What are the types of helps one can provide?

A

Manuals

Tutorials

Contextual

Tips

59
Q

What are manuals and who would use them?

A
60
Q

What are tutorials and how do they work as helps?

A
61
Q

What is contextual help?

A
62
Q

What are tips?

A
63
Q

Map each design guideline to Usability goals

A