TENTA Flashcards
Safe Exploration
When a user can feel safe to explore a GUI freely, without having to face dire consequences, such as pop ups, or having to turn down volume
Instant Gratification
Users would like too see instant results from actions they take. From a designers perspective we should anticipate the users moves and make these very easy. Example, if ur designing a design tool. The first step when opening the program would be to create a empty canvas
Satisficing
Users wont carelessly scan an interface to choose which button they should click. They will quickly scan the interface and click the button which seems most reasonable, even at the risk that button is wrong! Satisficing = Satisfying + sufficing. Users often take the good enough route, so we as designers should design things to make this easier. Direct buttons, short labels, make it easy to navigate back if an user navigates wrong
Changes in Midstream
People often change their minds in the middle of doing something. Dont lock people in a process without giving them the change to exit in the middle of it. Also make it so that one can easily start a process, leave in the middle, and come back to the same place with the information already entered.
Deffered choices
This stems from users need of instant gratification. Give the user the possibility to finish a task without forcing them to “register” or “enter details”. Instead give the user the ability to skip these things and go back to them later on. Dont force users with to many upfront choices, and make it clear that some options are required and some are optional.
Habituation
Follow common design patterns and tools to make the site feel recognisable. Use shortcuts that all other applications use. Make buttons look the same and do the same thing.DONT for example make a shortcut do X in one mode and Y in another mode!
Spatial Memory
People remember where things are placed. So a designer should place things and order things, how they usually are. This along with habitutaion is why consistency across interfaces are important. If you have a close button, you should probably place it at the top left corner of the window and so on.
Keyboard only
Make the interface completely functional with just using the keyboard. Create shortcuts, selection from lists by using the arrow keys, tab to switch focus, the return key for ok/done/finish
Feature, search & browse
A three-element combination on the main page of the site or app: a featured item, article, or product; a search box (expanded by default, or collapsed); and a list of items or categories that can be browsed.
Use when ur site provides long lists of items to be browsed and u want to engage users directly by giving them something to read/watch. Works because some people want to mindlessly browse and some want to search for the exact thing they need. Features engage users, they are more interesting then browsing and searching
Canvas plus palette
An application that is centered around a working space in the middle, a canvas. Arranged around the central working space there are grids of tools called palettes. Often represented as icons. The tools are used to create and modify objects on the canvas. Used for graphical editors!
Wizard
An feature or a component that leads users through a process step by step in a prescribed order. Used when you have a long/complicated task and you want to break it up to smaller more manageable tasks. This requires the user to surrender the ability to move freely and let the wizard take control of what happens next. This is why professionals often disregard wizards for being to rigid and limited.
Alternative Views
VIews or methods that are used to visualize information that are substantially different from one another but are used to access the same information. When you cant find a way to show both features so you instead develop them separately and let the users pick. For example Yelp,a restaurant app. You can either see nearby restaurants as a list or you can find them on a map. Separate but same information.
Many workspaces
An interface where users can view more than one page/tab/project/file. Gives the user the ability to multitask and view more than one thing at a time. Often can these views be placed side by side. OFten used when creating an app that is used to view/edit any type of content.
Clear entry points
Present the user with only few clear entry points so the user knows where to start. This is good because first time users dont need to learn how the site works. This is good for an application where there will be many first time or infrequent users. Most of these users would best be served a small introduction or introductory task of some sort. If your app has a very clear purpose there is a risk that users would be irritated by this, since there is an extra navigation step. This design pattern might not be the best choice’
Modal panel
A modal panel is a screen with no other navigation options, and contain only one task. This “forces” the user to do the task at the modal panel or exit out of it. It should be used when you have a small focused task that require the users full concentration. Like a login panel.
Escape Hatch
A well labeled button or link that takes the user to the a well known place, like the homepage. Its good to have a escape hatch where we have limited navigation so the user can quickly get out
Sitemap footer
A comprehensive organized category of links that are placed at the bottom of the site.This should provide a full scope of the website. Use this when ur app has many different sites with a lot of different information and you dont want to take up much header/sidebar space with navigation. You can also place links that are not in the header in footer. It also gives the user a sense of the hierarchical design of the website, and make it easier to navigate.
Progress indicator
On each page in a sequence show the user the next page and where the user is. Often used in checkouts in a step by step manner. Use this when you have a process flow, a wizard, when you want to take the user through a step by step process. Dont use this if you have a large hierarchical navigation, in this case consider breadcrumbs. But if you have a linear “easy” navigation use this. This helps the users orientation since it knows “exactly” where they are, and how much they have left.
Breadcrumbs
A specific type of navigation which shows the path from the starting screen through the hierarchy to the users page. Can be seen as a series of parent/child links. Use this when your site has an hierarchical structure with two or more levels and global navigation isn’t enough to identify where a user is, because of too deep hierarchies.
Visual Framework
Across your entire app/site all the pages and templates should share characteristics like the basic layout, margins, headers, size and colors. Make it so that the entire app “hangs together”. Use this when creating a site with multiple pages, and deliberately design it to look like one thing.
Center stage
The task at hand should be placed in the center to draw the users attention to it. Cluster secondary tools and utils on “the side”. This is because we want the user to effortlessly find the important part of ur site, without having to wander their eyes all over it. Like google maps, where a map is in the center stage and the tools to navigate this map are on the side.
Grid of Equals
Arrange content into a grid or a matrix where each piece of content carries the same visual weight. The content should also follow the same template. Use this when you want to visualize a list of objects of same importance, such as products. This significantly increases the visual flow of your interface.
Titled sections
Define separate sections of content by giving them a strong and clear title. Separate theses sections and visually arrange them on your page. Do this if you have lots of content you want to show but you want to make it more digestible and easy to scan. This also makes the information hierarchy more structured and obvious for the user.
Module tabs
Put modules of content into small tabbed sections that can only be visible one at a time. You can bring these tabs to the front to view them. Use this if you have lots of heterogeneous content you want to show and you dont have room for everything on the same page. Users should only need to see one module at a time, the modules should be of similar size, preferably less than 10 modules, the set of modules should be fairly static, the modules content should be related to one another. This is effective for decluttering your interface and not overwhelming users with too much content.
Incremental construction
In building style interfaces, make it easy for users to build small pieces at a time. And dont make the user wait for feedback or results. Keep showing it to the user as they keep buildng
Microbreaks
People often need breaks in their day to day. If your application is something that people would do on their breaks. Make it easy for them. For example reading streams and feeds like facebook or twitter. Or reading your email. These interfaces should be quick to open and easy to reach their goal. If an user is signed in, make sure to provide the ability to stay signed in.