Lecture 1 Flashcards
1
Q
User Experience goals
A
Desirable aspects
satisfying helpful fun enjoyable motivating provocative engaging challenging surprising pleasurable enhancing sociability rewarding exciting supporting creativity emotionally fulfilling entertaining cognitively stimulating
Undesirable aspects
boring unpleasant frustrating patronizing annoying cutesy childish gimmicky making one feel guilty making one feel stupid
2
Q
Design Principles
A
Visibility
Feedback
Constraints
Consistency
3
Q
Design Assumptions
A
Users understand your controls (e.g. closing apps on iPhone and other phones)
Users understand your symbols
Users read instructions or help messages
Users use your site under ideal situations