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
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2
Q

Design Principles

A

Visibility
Feedback
Constraints
Consistency

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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

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