P.O.E.T Flashcards

1
Q

what is an affordance?

A

The affordances of an object are how it can be used (how it can be perceived to be used)

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2
Q

What is a perceived affordance? Give an example.

A

perceived affordances are about how perceptions of an object in a simulated environment operates.

A computer mouse affords clicking, scrolling, pulling, pushing etc.

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3
Q

How do we learn conventions?

A

we learn conventions through:

  • clear consistent fundamental design model
  • appropriate mappings
  • action feedback loop
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4
Q

What are the pieces of Norman’s ‘System Image’? and their roles?

A
Designer:
-creates
User:
-action/use
System:
-feedback
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5
Q

How do affordances differ from purposes?

A
  • purposes come from the designer

- affordances are understood by the user

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6
Q

Why are labels not considered part of the UI?

A
  • UI is what the users connect to, users do not connect to labels
  • labels/instructions/manuals etc are part of the system image and help users to construct a conceptual model
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7
Q

How do labels differ from affordances?

A
  • affordances are actual or perceived properties of an object
  • labels are not properties of an object
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8
Q

Why is visibility important?

A
  • The correct parts must be visible, and they must convey the correct message
  • visibility allows for affordances to be perceived.
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9
Q

Why can too much visibility be a bad thing?

A

Too much visibility can be a bad thing. Consider the fancy washing machine with too many settings (discourages people from using it, discourages user from attempting to learn all the functions)

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10
Q

What is a conceptual model?

A

A conceptual model is what the interface tells you about how a system functions.

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11
Q

What is a mapping?

A

a mapping is a clue that relates an interface to an action

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12
Q

What is the difference between mapping vs natural mapping?

A

Mapping implies a relationship between an interface and an action. A natural mapping will use physical analogies and cultural tendencies to create that implication.

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13
Q

What is “feedback” in terms of the “system model”

A

Feedback is sending a response back to the user about what action has actually been accomplished

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14
Q

What are the 7 principles for simplifying tasks?

A
1- Use knowledge in the world(in the system) and knowledge in the head(prior knowledge of the user)
2- Simplify the structure of tasks
3- Make things visible
4- Get the mappings right
5- Explore the power of constraints
6- Design for error
7- Standardize
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15
Q

What are some tradeoffs between knowledge in the world vs knowledge in the head?

A

Retrievability:

  • world: easily retrievable
  • head: not easily retrievable, requires search or reminding

Learning:

  • world: learning not required, instead interpretation is substituted
  • requires learning which can have considerable overhead

Efficiency of use:

  • world: tends to be slowed up by the need to find and interpret external information
  • head: can be very efficient

Ease of use at first encounter:

  • world: high
  • head: low
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16
Q

What are the “gulfs” that the user must bridge when using a system?

A

Gulf of execution:
-user forms intention, user specifies action, user performs interface action

Gulf of evaluation:
-user evaluates, user interprets display, system displays

17
Q

What are the types of constraints?

A
  • physical constraints: are inherent
  • logical constraints: use reason to determine choices
  • cultural constraints: a learned convention