HF Midterm v4 Flashcards
1 80/20 Rule
A high percentage of effects in any large system are caused by a low percentage of variables.
2 Accessibility
Objects and environments should be designed to be usable. without modification. by as many people as possible.
3 Advance Organizer
An instructional that helps people understand information in terms of what they already know.
4 Aesthetic Usability Effect
the degree to which system usability is affected by visual. aural. tactile. olfactory. and gustatory aesthetics. Pleasing to the eye.
5 Affordance
a property in which the physical characteristics of an interface influences functionality. Think of Affordance as the degree to which behavior or usage is solicited. 88 An invitation to provide you with the opportunity to use the system. IT MAKES IT EASY TO USE. 88 It is inviting you to use it. 88 A sure indicator of a poor design is something that has lots of instructions.
6 Alignment
The placement of elements such that edges line up along common rows or columns. or their bodies along a common center.
7 Archetypes
Universal patterns of theme and form resulting from innate biases or dispositions. Note this is probably more common in human factors designs of arbitrary icons; for example. in the design of a warning symbol for radio active material.
8 Chunking
A technique of combining many units of information into a limited number of units or chunks. so that the information is easier to process and remember. Relate this to 117 plus or minus 2.11
9 Closure
A tendency to perceive a set of individual elements as a single. recognizable pattern. rather than multiple. individual elements.
10 Color
used in design to attract attention. group elements. indicate meaning. and enhance aesthetics.
11 Common Fate
Elements that move in the same direction are perceived to be more related than elements that move in different directions or are stationary.
12 Comparison
A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way. Relate this to absolute & relative judgment.
13 Confirmation
A technique for preventing unintended actions by requiring verification of the actions before they are performed. Relate this to constraint and forgiveness. 88A verification of what you have done is or was achieved; or is about to be achieved.
14 Constraint
A method of limiting the actions that can be performed on a system. Note that these constraints can be physical and/or psychological. The psychological constraints are more relevant and interesting in term of human factors. 88 It can be physical or psychological. It prevents you from doing a certain thing. E.g. triangles on the concrete that look like spikes psychological
15 Cost Benefit
An activity will be pursued. an action will be taken. and/or a behavior will be elicited only if the benefits are equal to or greater than the costs.
16 Depth of Processing
Information that is analyzed deeply is better recalled than information that is analyzed superficially.
17 Development Cycle
This is not actually a design principle. This is more of a design process. Relate this to the Stages of Human Factors Design found on one of your handouts.
18 Entry Point
A point of physical or attentional entry into a design.
19 Errors
An action or omission of action yielding an unintended result. There are two basic types of errors 1 slips unintended actions. and 2 mistakes the action is intended. but it is the incorrect action.
20 Factor of Safety
The use of more elements than is thought to be necessary redundant systems or elements to offset the effects of unknown variables and prevent system failure. Relate this to Economy Coding and Security Coding. Relate also to Redundancy Gain.
21 Feedback
information originating from the system being used by the operator. Compare this to KR Knowledge of Results . KR is information originating with a person real or virtual . This information can be used by the user to make corrections in his or her actions.
22 Fitts Law
The time required to move to a target is a function of the target size and distance to the target. 88 The further away it is the harder it is to acquire. The smaller it is the harder it is to acquire. 88 E.g. small keyboards
23 Flexibility Usability Tradeoff
As the flexibility of a system increases. its usability decreases. NOTE this may be a true statement. but it also needs to be clarified. First one must define usability. The way it is described here is similar to ease of use. In other words a usable system is easy to use. A system that is more flexible has more options and can therefore perform more actions. Ease of use in not always the most important consideration. According to the original definition above a Jitterbug phone is more useable than Blackberry; however. in the hands of a well trained user. the Blackberry offers more options and therefore more useable when one needs to accomplish more tasks. 88 You cannot have both.
24 Forgiveness
Design elements that reduce the probability of errors and minimize the negative consequences of errors when they do occur.