Learnability 3 Flashcards
1
Q
Metaphors 1
A
- Bring the real world into your interface making it highly learnable
- Advantages:
- Hooks into users existing mental models very easily
- Conveys a lot of knowledge about interface model
- Users can guess how things work
- Basic rule: use it if you have one, don’t if you dont
2
Q
Metaphors 2
A
- Dangers:
- Often hard for designers to find one
- May be deceptive
- May be constraining
- Metaphors always breaks down
- Using a metaphor doesn’t save an interface that does a bad job communicating itself to the user
3
Q
Natural Mapping: Consistency of Layout
A
- Natural mapping of functions to controls
- When possible, the physical arrangement of controls should match arrangement of function
- Direct mapping is the best mapping
- Car turn signals mapping isn direct but it’s natural why? Probably because of the placement on steering wheel
4
Q
Affordances 1
A
- Perceived and actual properties of something, primarily, properties that determine how something can be used
- How UI communicates non verbally, telling you how to operate it
- Affordances are learned from experience e.g. recognise listboxes to make a selection
5
Q
Affordances 2
A
- Perceived vs Actual:
- Perceived affordance disagrees with what it can actually do
- Perceived affordance is important for UID
- Actual ability without any perceived ability is undesirable
6
Q
Use Appropriate Affordances
A
- Buttons
- Drop down arrows
- Texture
- Mouse cursor
- Highlight on mouseover
7
Q
Evolution of Hyperlinks and Buttons
A
- Affordance tend to diminish rather than increase
- The drive toward simplicity is a constant force in UI design
8
Q
Actions should have immediate visible effects
A
- Hand in hand with affordance is feedback
- How the system changes visibly when user performs an action
- Low level feedback (object takes notice of input) e.g. a button push
- High level feedback (result of the action) e.g. new web page starts to load
9
Q
Perceptual Fusion 1
A
- An interesting aspect of human visual system
- Our perceptual processor runs at a certain frame rate:
- Grabbling one frame very cycle
- Each cycle takes Tp seconds
- Two events occurring less than the cycle time apart are likely to appear in the same frame
- Cycle Time: Tp is around 100ms [50-200ms]
- Depends on the individual and stimulus
10
Q
Perceptual Fusion 2
A
- The way we perceive a sequent of frames as a moving pic
- Consequences:
- Lower bound on the frame rate for believable animation (1/Tp frames/sec is enough to perceive a moving pic (10 fps is OK, 20 fps is smooth)
- Upper bound on good computer response time (computer response < Tp feels instantaneous)
11
Q
Response Time
A
- 1-5s: progress bar displayed
12
Q
Feedback: Visible Navigation State
A
- Where am i now
- Breadcrumbs
- Pagination
- Tabs
13
Q
Feedback: Visible Model State
A
- System model should be visualised in an UI
- Hard design issues in model visibility:
- WHat to make visible (which aspects of the model)
- How to display it (in what representation)
- The ‘What’ question:
- A tension between visibility (showing more) and simplicity (showing less)
- Should be guided by user’s tasks
14
Q
Feedback: Visible View State
A
- The current state of the user’s interaction with the UI
- Selection highlight (feedback: whether and what)
- Selection handles (feedback and affordances)
- Feedback is important, don’t over do it