Designprinciper Flashcards

1
Q

Forcing functions

A

Tvingar användaren att göra något innan hen kan gå vidare.

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2
Q

Kunskap i huvudet

A

Kunskap vi kan utantill. Ex. kortkommandon på datorn som man kan utantill är ett bra exempel.

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3
Q

Kunskap i världen

A

Vi låter vägleda oss av information utanför oss själva för att kunna slutföra en handling.

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4
Q

Constraints/begränsningar

A

Finns för att minska antalet fel användaren kan göra.

Det finns fyra typer av begr. Fysiska, logiska, semantiska, kulturella.

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5
Q

Affordance

A

Affordance refers to an attribute of an object that allows people to know how to use it. Essentially to afford means to give a clue.

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6
Q

Signifier

A

Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person.

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7
Q

Visibility

A

Visibility is the basic principle that the more visible an element is, the more likely users will know about them and how to use them.

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8
Q

Feedback

A

Feedback is the principle of making it clear to the user what action has been taken and what has been accomplished.

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9
Q

Mapping

A

Mapping is about having a clear relationship between controls and the effect they have on the world. You want this mapping to feel as natural as possible.

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10
Q

Consistency

A

Consistency refers to having similar operations and similar elements for achieving similar tasks.

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