Module 6 - Design principles Flashcards

1
Q

Universal truths apply across disciplines and increase the probability of success are all what?

A

Design principles

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2
Q

What is progressive disclosure?

A

Telling users what they NEED to know, WHEN they NEED to know it.

For example, not putting all 5 stages of the booking process on 1 page.

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3
Q

What is it called when an interaction design pattern that sequences information and actions across several screens (e.g., a step-by-step signup flow). The purpose is to lower the chances that users will feel overwhelmed by what they encounter.

A

Progressive disclosure

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4
Q

What is the psychological principle which states that the more options are available to a person, the longer it will take for him or her to make a decision about which option is best?

A

Hick’s Law

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5
Q

What are high level guidelines which if followed, can help to ensure that the software we create is of a high standard?

A

Design principles

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6
Q

Define perceivability and give an example

A

Users should be able to figure out how to use software. Example: Google’s simple search engine

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7
Q

Visual clues that tell us how a product or control should be used is known as

A

Affordances

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8
Q

Describe predictability

A

People need to know what they will get beforehand. For example: This survey will take 2 mins and contains 10 questions.

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9
Q

Give some examples of affordances?

A
  • Making a button look clickable.
  • Making underlined text a hyperlink.
  • A bottle screw cap affords twisting.
  • A hinged door affords pushing or pulling.
  • A staircase affords ascending or descending.

You shouldn’t have to explain a button

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10
Q

Established ways of doing things is otherwise known as:

A

Conventions

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11
Q

What are some examples of conventions?

A

Newspapers are formatted similarly in different countries.

Gaming controls across games.

Same symbols for play pause etc in Spotify as there was on a tape recorder 40 years ago.

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12
Q

Give some examples of feedback in a product?

A

Saved, loading, downloading, payment accepted, summary screen, blinking cursor, toast notifications.

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13
Q

What is most important when delivering feedback on UI?

A

It should be instant

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14
Q

What are “mental aids to keep us on track”?

A

Constraints

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15
Q

What are some examples of constraints?

A

Having a minified navigation on amazon checkout process.

Number keyboard on mobile on a payment page

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16
Q

What is a design principle that says people should be able to recover from their inevitable mistakes?

A

Forgiveness

17
Q

What is the principle that says it is faster to hit larger targets that are close to you, than smaller targets that are further away?

A

Fitt’s law