Key Concepts Flashcards

1
Q

Ready-to-hand

A

Users can perform tasks without thinking about the mechanics or tools being used to facilitate them

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2
Q

Present-at-hand

A

Users are no longer thinking about the task, but rather the tools that are facilitating the task

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3
Q

FLOW

A

Theory: people are most happy when they are in a state of complete concentration or absorption in a task.

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4
Q

VISIBILITY

A

How easy it is to see the state of a device and its possible interactions

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5
Q

Discoverability

A

the degree of ease with which the user can find all the elements and features of a new system when they first encounter it

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6
Q

Affordance

A

a characteristic of an object, esp. relating to its potential utility, which can be inferred from visual or other perceptual signals

Classified into three categories:
* Perceived / perceptible affordance
* False affordance
* Hidden affordance

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7
Q

Perceived affordance

A

whether or not a user perceives some
action as being possible

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8
Q

Actual affordance

A

the actual actionable properties of an object

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9
Q

False affordance

A

if apparent affordances suggest actions that are not actually possible

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10
Q

Hidden affordance

A

when there are possibilities for action, but these are not perceived by the user

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11
Q

Metaphor

A

A figure of speech in which a word or phrase is applied to an object or action to which it is not literally applicable;

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12
Q

MAPPING

A

The relationship to controls and their effect
Which switch works which light? Where are the instruction labels?

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13
Q

CONSTRAINTS

A

Restricting / limiting the actions that can take place
* Reduce the chance of error
* Can also focus the user’s attention to the task at hand

We can break constraints down into four subcategories:
* Physical
* Cultural
* Logical

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14
Q

CONSTRAINTS: PHYSICAL

A

Limit the possible interactions
* Allows us to dictate users’
movements
* In most cases completely
removing the possibility for
error

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15
Q

CONSTRAINTS: CULTURAL

A

Based on existing cultural
conventions

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16
Q

CONSTRAINTS: LOGICAL

A

Logical constraints use
reasoning to determine
the alternatives

17
Q

CONSISTENCY

A

Designing interfaces to have consistent sequences of actions in similar
situations

Internal
* Colour
* Layout / navigation structure
* Background elements and font
* Visual design elements
* Language

External
* Consistency with other elements in the
environment
* Extends the benefit of internal consistencies across
different systems
* Can be difficult to achieve as not all systems use the same standards