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.