Lesson 3 Flashcards

1
Q

Is the process of developing a tool from the perspective of how it will be understood and used by a human user.

An iterative design process in which designers focus on the users and their needs in each phase of the design process.

A

User-centered Design (UCD)

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2
Q

To a system design results in a product that delivers more efficiently, satisfyingly, and user-friendly experience for the user; thus, leading to increased sales and customer loyalty.

A

Employing UCD

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3
Q

PRINCIPLES OF UCD

A

2) Maintain consistency
3) Use simple and natural dialogue
5) Provide adequate feedback
7) Let the user take charge
9) Offer Assistance
10. Error-free

1) Design for the users and their tasks
4) Reduce unnecessary mental effort by the user
6) Provide adequate navigation mechanisms
8) Present information clearly

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4
Q

THE PROCESS OF UCD

A

• Specify the context of use
• Specify requirements
• Create design solutions
• Evaluate designs

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5
Q

Identify the people who will use the product, what they will use it for, and under what conditions they will use it.

A

Specify the context of use

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6
Q

Identify any business requirements or user goals that must be met for the product to be successful.

A

Specify requirements

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7
Q

This part of the process may be done in stages, building from a rough concept to a complete design.

A

Create design solutions

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8
Q

Evaluation - ideally through usability testing with actual users - is as integral as quality testing is to good software development.

A

Evaluate designs

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9
Q

_ 10 general principles for interaction design. They are called “_” because they are broad rules of thumb and not specific usability guidelines.

A

Jakob Nielsen’s
heuristics

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10
Q

10 Usability Heuristics for User Interface Design

A

1) Visibility of system status
2) Match between system and the real world
3) User control and freedom
4) Consistency and standards
5) Error prevention
6) Recognition rather than recall
7) Flexibility and efficiency of use
8) Aesthetic and minimalist design
9) Help users recognize, diagnose, and recover from errors
10) Help and documentation

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11
Q

The first principle is about keeping users informed about their actions and what’s happening at a given interaction.

A

1) Visibility of system status

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12
Q

This principle claims that a system should always speak the user’s language and follow real-world conventions.

A

2) Match between system and the real world

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13
Q

A good UI design should never impose an action on the user or make decisions for them. Instead, the system should only suggest which paths the users can take.

A

3) User control and freedom

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14
Q

This heuristic is about keeping the same language throughout the system to avoid confusing the user.

A

4) Consistency and standards

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15
Q

This Nielsen heuristic proposes that a good design should always prevent problems from occurring.

A

5) Error prevention

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16
Q

As seen, Nielsen’s heuristics aim to reduce users’ cognitive load, and this also includes their memory capacity.

A

6) Recognition rather than recall

17
Q

Your designs should benefit both inexperienced and experienced users.

A

7) Flexibility and efficiency of use

18
Q

As a designer, please don’t consider aesthetics above functionalities.

A

8) Aesthetic and minimalist design

19
Q

Your designs should help the user identify and find solutions to eventual problems and errors.

A

9) Help users recognize, diagnose, and recover from errors

20
Q

The last of Nielsen’s heuristics concerns documentation that will help users understand how to perform their tasks.

A

10) Help and documentation

21
Q

Don Norman’s Principles of Interaction Design

A

Visibility
Feedback
Constraints
Mapping
Consistency
Affordance

22
Q

Is the basic principle that the more visible an element is, the more likely users will know about them and how to use them.

A

Visibility

23
Q

Is the principle of making it clear to the user what action has been taken and what has been accomplished. Many forms of _ exist in interaction design, including visual, tactile, audio, and more.

A

Feedback

24
Q

Is about limiting the range of interaction possibilities for the user to simplify the interface and guide the user to the appropriate next action. This is a case where _ are clarifying, since they make it clear what can be done.

A

Constraints

25
Q

Is about having a clear relationship between controls and the effect they have on the world. You want this _ to feel as natural as possible.

A

Mapping

26
Q

Refers to having similar operations and similar elements for achieving similar tasks. By leveraging _ elements throughout your entire experience, you make your experience far easier to use.

A

Consistency

27
Q

Refers to an attribute of an object that allows people to know how to use it. Essentially to afford means to give a clue. The physical button on a mouse gives a clue that it can be clicked to perform an action. When an object has strong _, it’s very clear how to use it.

A

Affordance