HCI Flashcards

1
Q

Visibility of system status

A

The design should always keep users informed about what is going on, through appropriate feedback within a reasonable amount of time.

For example, the light on the elevator button.

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2
Q

Match between system and real world

A

The design should speak the users’ language. Use words, phrases, and concepts familiar to the user, rather than internal jargon. Follow real-world conventions, making information appear in a natural and logical order

For example, if you were instructing someone to build a car, you wouldn’t use technical words that they wouldn’t understand. You would do things in logical order, get wood before put in nail.

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3
Q

User control and freedom

A

Users often perform actions by mistake. They need a clearly marked “emergency exit” to leave the unwanted action without having to go through an extended process.

For example, arrow arrows at the top of my page

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4
Q

Consistency and standards

A

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.

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5
Q

Error prevention

A

Good error messages are important, but the best designs carefully prevent problems from occurring in the first place. Either eliminate error-prone conditions, or check for them and present users with a confirmation option before they commit to the action.

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6
Q

Recognition versus recall

A

Minimize the user’s memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another. Information required to use the design (e.g. field labels or menu items) should be visible or easily retrievable when needed.

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7
Q

Flexibility and efficiency

A

Shortcuts — hidden from novice users — may speed up the interaction for the expert user so that the design can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

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8
Q

Aesthetic and minimalist design

A

Interfaces should not contain information that is irrelevant or rarely needed. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility.

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9
Q

Help users recognise, diagnose, recover

A

Error messages should be expressed in plain language (no error codes), precisely indicate the problem, and constructively suggest a solution.

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10
Q

Help and documentation

A

It’s best if the system doesn’t need any additional explanation. However, it may be necessary to provide documentation to help users understand how to complete their tasks.

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11
Q

The design should always keep users informed about what is going on, through appropriate feedback within a reasonable amount of time.

For example, the light on the elevator button.

A

Visibility of system status

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12
Q

The design should speak the users’ language. Use words, phrases, and concepts familiar to the user, rather than internal jargon. Follow real-world conventions, making information appear in a natural and logical order

For example, if you were instructing someone to build a car, you wouldn’t use technical words that they wouldn’t understand. You would do things in logical order, get wood before put in nail.

A

Match between system and real world

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13
Q

Users often perform actions by mistake. They need a clearly marked “emergency exit” to leave the unwanted action without having to go through an extended process.

For example, arrow arrows at the top of my page

A

User control and freedom

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14
Q

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.

A

Consistency and standards

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15
Q

Good error messages are important, but the best designs carefully prevent problems from occurring in the first place. Either eliminate error-prone conditions, or check for them and present users with a confirmation option before they commit to the action.

A

error prevention

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16
Q

Minimize the user’s memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another. Information required to use the design (e.g. field labels or menu items) should be visible or easily retrievable when needed.

A

Recognition versus recall

17
Q

Shortcuts — hidden from novice users — may speed up the interaction for the expert user so that the design can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

A

efficiency and flexibility

18
Q

Interfaces should not contain information that is irrelevant or rarely needed. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility.

A

Aesthetic and minimalist design

19
Q

Error messages should be expressed in plain language (no error codes), precisely indicate the problem, and constructively suggest a solution.

A

Help users recognize, diagnose, recover

20
Q

It’s best if the system doesn’t need any additional explanation. However, it may be necessary to provide documentation to help users understand how to complete their tasks.

A

Help and documentation