Design Rules Flashcards

1
Q

What is the goal of interaction design?

A

Designing for maximum usability

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2
Q

Outline three types of design rules

A
  1. Principles
  2. Standards
  3. Guidelines
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3
Q

Explain 3 principles that support usability

A
  1. Learnability - the ease with which new users can begin effective interaction and achieve maximal performance
  2. Flexibility - the multiplicity of ways the user and system exchange information
  3. Robustness - the level of support provided to the user in determining successful achievement and assessment of goal-directed behavior
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4
Q

Outline 5 principles of Learnability

A
  1. Predictability
  2. Synthesizability
  3. Familiarity
  4. Generalizability
  5. Consistency
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5
Q

What is Predictability

A

determining effect of future actions based on past interaction history

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6
Q

What is Synthesizability

A

assessing the effect of past actions

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7
Q

What is Familiarity

A

how prior knowledge applies to new system

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8
Q

What is Generalizability

A

extending specific interaction knowledge to new situations

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9
Q

What is Consistency

A

likeness in input/output behavior arising from similar situations or task objectives

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10
Q

Outline 5 Principles of flexibility

A
  1. Dialogue initiative
  2. Multithreading
  3. Task migratability
  4. Substitutivity
  5. Customizability
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11
Q

What is Dialogue initiative

A

it is freedom from system imposed constraints on input dialogue

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12
Q

What is multithreading

A

the ability of system to support user interaction for more than one task at a time

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13
Q

What is Task migratability

A

the passing responsibility for task execution between user and system

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14
Q

What is substitutivity

A

allowing equivalent values of input and output to be substituted for each other

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15
Q

What is Customizability

A

modifiability of the user interface by user (adaptability) or system (adaptivity)

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16
Q

Outline 4 Principles of robustness

A
  1. Observability
  2. Recoverability
  3. Responsiveness
  4. Task conformance
17
Q

Define Observability

A

ability of user to evaluate the internal state of the system from its perceivable representation

18
Q

Define Recoverability

A

ability of user to take corrective action once an error has been recognized

19
Q

Define Responsiveness

A

how the user perceives the rate of communication with the system

20
Q

Define task conformance

A

degree to which system services support all of the user’s tasks

21
Q

Who set standards?

A

are set by national or international bodies to ensure compliance by a large community of designers standards

22
Q

What does ISO 9241 defines?

A

defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks

23
Q

What are guidelines?

A

Are design rules that are more suggestive and general

24
Q

Outline 3 different collections of design rules and heuristics

A
  1. Nielsen’s 10 Heuristics
  2. Shneiderman’s 8 Golden Rules
  3. Norman’s 7 Principles
25
Q

Outline Shneiderman’s 8 Golden design Rules

A
  1. Strive for consistency
  2. Enable frequent users to use shortcuts
  3. Offer informative feedback
  4. Design dialogs to yield closure
  5. Offer error prevention and simple error handling
  6. Permit easy reversal of actions
  7. Support internal locus of control
  8. Reduce short-term memory load
26
Q

Outline Norman’s 7 Principles

A
  1. Use both knowledge in the world and knowledge in the head.
  2. Simplify the structure of tasks.
  3. Make things visible: bridge the gulfs of Execution and Evaluation.
  4. Get the mappings right.
  5. Exploit the power of constraints, both natural and artificial.
  6. Design for error.
  7. When all else fails, standardize.
27
Q

What is a pattern?

A

Is an invariant solution to a recurrent problem within a specific context. An approach to reusing knowledge about successful design solutions

28
Q

What are any two examples of patterns you know?

A
  1. Light on Two Sides of Every Room (architecture)

2. Go back to a safe place (HCI)

29
Q

What are some of Characteristics of patterns (4)

A
  1. capture design practice not theory
  2. capture the essential common properties of good examples of design
  3. represent design knowledge at varying levels: social, organisational, conceptual, detailed
  4. embody values and can express what is humane in interface design