Principles Flashcards

1
Q

Aesthetic-Usability Effect

A

More aesthetically pleasing design = design more usable

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2
Q

Chunking

A

Breaking down information and categorizing it into meaningful whole to decrease cognitive load

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3
Q

Cognitive Bias

A

Systematic errors of thinking that conserves energy by leaning on prior information/ preconceived notions to come to conclusions

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4
Q

Cognitive load

A

amount of mental resources needed to interact with an interface
-Intrinsic: amount of info we carry relevent to goals, absord new info, and keep track of goals
-Extrinsic: mental processing that uses resources to process info but doesn’t help users learn interface

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5
Q

Doherty Threshold

A

Engagement increases when feedback from websites in <400 ms & niether has to wait for the other

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6
Q

Fitts’s Law

A

Time it takes to interact with a touch target = distance + size
-Should be large & have lots of spacing between other targets
-Should be placed in easily seen/accessible areas

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7
Q

Flow

A

Mental state of total immersion & enjoyment in an activity
- balance of ease + challenge (mental engagement)
-need to show feedback so user know what to do and what needs to be done

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8
Q

Goal-Gradient Effect

A

Tendency to work faster to the goal when can see it’s end
-Provide clear indication of progress and where end goal is

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9
Q

Hick’s Law

A

Decision-making time increases with an increase in number and complexity of choices
-lessen choices to increase response time
-break tasks into smaller tasks to decrease cognitive load
-avoid overwhelm by using highlighted recommendation options
-show progress bar
-ex: Google home page…Simplistic design

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10
Q

Jakob’s Law

A

Users will expect your website to work like similar websites they’ve been to
-When changing how website works/looks, use familar interface for a short amount of time

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11
Q

Law of Common Reign

A

Elements will be percieved as one group if in one area of the webste together with a boundary

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12
Q

Law of Proximity

A

Objects that are near to each other tend to be seen as part of same group
-Ex: spacing between Google search results

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13
Q

Law of Pragnanz

A

People will interpret an image with the most simple explanation to reduce cognitive effort

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14
Q

Law of Similarity

A

Human eyes percieve similar elements in a design as one image, even if separated

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15
Q

Law of Uniform Connectedness

A

Elements that are visually connected are percieved as related more than elements that are not

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16
Q

Mental Model

A

Compressed model of how we think a system works and what we know about it

17
Q

Miller’s Law

A

Average person can only hold 7 (+/-) 2 items in working memory
-Organize information into chunks

18
Q

Occam’s Razor

A

Simpilest answer is always the best option

19
Q

Paradox of the Active User

A

Users never read manuals but use software immediately
-Integrate user manuals in onboarding process or user journey

20
Q

Pareto Principle

A

For many events, 80% of the effects come from 20% of the causes
-Focus majority of energy on areas that will bring the most benefits to users

21
Q

Parkinson’s Law

A

Any task will seem more cumbersome the longer it takes to complete
-User experience will improve if task takes less time than user expected
-Use autofill for forms

22
Q

Postel’s Law

A

Be liberal in what you accept, but conservitive in what you send
-Be flexible with the various actions users could take or any input they give

23
Q

Peak-End Rule

A

Users judge overall experience by Peak and End of experience rather than by total average experience
-Recall negative experiences better than positive
-Identify when product is most helpful, valuable, or entertaining & design to delight end user

24
Q

Selective Attention

A

Process of focusing attention on subset of environment-usually having to do with our goals
-Banner Blindness: avoid styling information that makes it look like an ad, users have learned to ignore
-Change Blindness: significant changes in an interface get ignored due to limitedness of human attention and lack of strong cues
-avoid by analyzing design for competing changes that may take attention from each other

25
Q

Serial Position Effect

A

Users tend to remember the first and last items in a series (Primacy and Recency Effect)
-Most important information should be placed at beginning and end
-Positioning key actions left to right in elements like navigation will increase memorization

26
Q

Tesler’s Law

A

(aka Law of Conservation of Complexity) Within any system, there is a certain amount of complexity that cannot be reduced
-Reduce challenge for user by dealing with the complexity of system in design and development
-Don’t build products for the rational user, because humans don’t always behave rationally
-However, users resist reduction of complexity of tasks, so will look for more complex tasks

27
Q

Von Restorff Effect

A

(aka The Isolation Effect) When silimar objects are shown, the object most different will be remembered more
-Consider users with motion sensitivity when using motion to communicate interest
-Don’t exclude those with color vision deficency or low vision when adding color for contrast
-Use restraint with visual elements so they don’t compete
-Make sure elements don’t get mistaken for ads

28
Q

Zaigarnik Effect

A

People remember uncompleted or interrupted tasks better than complete tasks
-Provide clear visual of progress so users can see they are in the middle of a task
-Introduce new content by having clear signals of additional content