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
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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
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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
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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
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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
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6
Q

Use Appropriate Affordances

A
  • Buttons
  • Drop down arrows
  • Texture
  • Mouse cursor
  • Highlight on mouseover
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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

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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
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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
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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)
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11
Q

Response Time

A
  • 1-5s: progress bar displayed
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12
Q

Feedback: Visible Navigation State

A
  • Where am i now
  • Breadcrumbs
  • Pagination
  • Tabs
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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
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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
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