HCI exam rev2 Flashcards
is the principle of making it dear to the user what action has been taken and what
has been accomplished. Many forms of feedback exist in interaction design, including Visual,
tactile, audio, and more The key is to design the experience to never leave the user guessing
about what action they have taken and the consequence of doing so.
Feedback
is the basic principle that the more visible an element is, the more likely users will
know about them and how to use them. Equally important is the opposite: when something is
out of sight, it is difficult to know about and use.
Visibility
is about limiting the range of interaction possibilities for the user to simplify the interface and guide the user to the appropriate next adion- This is a case where constraints are clarifying, since they make it clear what can be done. Limitless possibilities often leave the user confused
Constraints
refers to having similar operations and similar elements for achieving similar tasks. By leveraging consistent elements throughout your entire experience, you make your
experience far easier to use This consistency is important not only within your interface, but
across the many interfaces users are using across their devices.
Consistency
is about having a clear relationship between controls and the effed they have on the world. You want this mapping to feel as natural as possible. Stove tops are a great example here. When you see the first mage, the mapping is not very dear because it’s difficult to determine which control operates each burner Versus the second image, it’s far clearer the control that controls each burner, which has a better mapping.
Mapping
is a linear sequence of illustrations, arrayed together to visualize a story. As a tool, storyboarding comes from motion picture production. Watt Disney Studios is credited with popularizing storyboards, having used sketches of frames since the 1920s. Storyboards enable Disney animators to create the world of the film before actually building it.
storyboard
refers to an attribute of an object that allows people to know how to use it Essentially to afford means to give a clue. The physical button on a mouse gives a clue that it can be clicked to perform an action. When an object has strong affordances. it’s very clear
how to use It.
Affordance
In this pattern there IS a main page. Beneath that are subpages and beneath them are further
sub pages and so on. This is useful when there are decisions that need to be made and the
user will go to different screens based upon those decisions. it is also useful when you have a
lot of information to present which is organized categorically.
HIERARCHICAL
In this pattern there is a single main path between the screens in an orderly fashion. This is useful when the task is linear and fairly fixed in terms of how you will go about doing it.
LInear
In this pattern there are links between pages in a non-structured way This if often the case when the task is non-linear and the user can make decisions leading to different screens. Wikipedia is a good example of this type of layout.
Non linear
It is often the case that a combination of these layouts will be the best approach. Different sections of your software or website will utilize different patterns. For example this website is organized in a hierarchical manner at the top level but then each tutorial is organized in a linear layout. (Similar to the example below)
COMPOSITE
TYPES OF SHOTS.
Extra-long shot
Long shot
Over-the-shoulder shot
Point-of-view shot
Close-up shot
Most of the times, it’s a freehand sketch made with a pencil or pen, on a blackboard or napkin. It’s very cheap and fast and often done during brainstorming sessions.
SKETCH
It’s a detailed black and white layout of the website page. You plan the layout of elements (images, buttons, text) at this stage. You can compare wireframe with a building blueprint — it will guide people during the construction (in our case — during the website/app development), but you cannot live in it.
WIREFRAME
is a beautiful version of the wireframe. Colors start to appear, images are chosen, and typography is in place. and reflect the style and mood of the project. To think over the visual stuff and discuss them with the customer.
MOCKUP