Interface design Flashcards

1
Q

What is engineering?

A

The discipline, art skill and profession of acquiring and applying scientific, mathematical, economic, practical and social knowledge, in order to design and build structures, machines, devices, systems, materials and processes that improve the lives of people (*usable

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2
Q

What are Interaction Design Principles?

A
  • assist thought process when designing
    -Theory-based, common sense and experience
    Do’s and don’ts of interaction design
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3
Q

Normans 6 Principles of Interaction Design

A

*Visibility
*Feedback
*Constraints
*Consistency
*Affordance
*Mapping

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4
Q

Visibility

A

Visible functions to help users know what to do
Good examples: log-in screen only has information about logging in or signing up (no clutter) / loading information

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5
Q

Feedback

A

Related to visibilityProvide feedback about action taken will allow user to continue with activityTypes of feedback: audio, tactile, verbal, visual and combinations of theseGood example: iPhone when typing, vibrofeedback to demonstrate typing / change icon on a tab to a spinner to indicate webpage is loadi

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6
Q

What’s the difference between visibility and feedback?

A

Feedback is reactive, occurring after a user action to confirm or explain the outcome.Visibility is proactive, providing ongoing information about the system’s status, regardless of user input.

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7
Q

Constraints

A

Determining ways of restricting user interactions at a given timeImportant as users can become overwhelmed with the range of possibilities in an interface. Constraints are design elements that limit the possible actions a user can take to prevent errors or guide them toward correct behaviour. They intentionally restrict certain behaviour

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8
Q

Consistency

A

Strict adherence to consistency can lead to a lack of innovation or flexibility in design. If every element is designed to be consistent with others, it may stifle creativity and result in a monotonous user interface. Consistency across platforms (e.g., mobile vs. desktop) can be challenging, potentially leading to user frustration if the experience differs significantly

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9
Q

Affordance

A

Link between how things look and how they’re use

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10
Q

Different types of affordance

A

Explicit: clear know how to use it (button with ‘login’ on it) colour contrast
Hidden: Drop-down menu or clickable feature that only appears when hovering Pattern: Based on previous conventions that indicate function. Hyperlinks (underlined and italicised)
Metaphorical: Rely on imagery of real or original objects
False: feature of item suggests a use that the item can’t perform. These are mistakes (a button that looks clickable/italicised text that is not clickable)
Negative: Lack of function or interactivity as you need more information from a user. A greyed out ‘sign In’ button stays inactive until user completes data. (Constraints actively restrict user actions, while negative affordance passively signals that an action cannot be take

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11
Q

Mapping

A

Controls will resemble their effect. Refers to the relationship between controls and their effects, or between an action and its outcome. Good mapping ensures that the user intuitively understands how to operate a system or interface based on natural associations between controls and the actions they perform.Vertical scroll bar; tells you where currently are.Non-digital example: stove top burner knobs arranged in same order as the burners.

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12
Q
A
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13
Q

How the principles work together

A

Visibility ensures users can see what they need to do.
Feedback gives them confidence that their actions worked.
Affordances guide users to understand what they can interact with.
Mapping makes the controls logical.
Constraints reduce the chance of mistakes.
Consistency helps users feel more comfortable over time

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14
Q

Nielsens 10 Usability Heuristics

A

Usability heuristics are general rules or guidelines that focus specifically on the user experience (UX) and interaction between the user and the system.
They are concerned with ensuring that a product is easy to use, effective, and reduces user errors.
*To improve the ease of use of a product, making it intuitive and efficient for users to achieve their goals with minimal frustration or errors.
*Usability heuristics mainly target functionality and user interaction. They emphasize how the system behaves, how it informs the user, and how it helps users accomplish tasks.

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15
Q

10 Usability Heuristics

A

1.Visibility of system status (e.g., progress bars or loading spinners).
2.Match between system and the real world (using familiar language and concepts).
3.User control and freedom (undo/redo options).
4.Consistency and standards (using familiar symbols/icons).
5.Error prevention (e.g., confirmation prompts).
6.Recognition rather than recall (showing options rather than relying on memory).
7.Flexibility and efficiency of use (shortcuts for expert users).
8.Aesthetic and minimalist design (avoiding unnecessary elements).
9.Help users recognise, diagnose, and recover from errors (clear error messages).
10.Help and documentation (providing user assistance).

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