Chapter 1.2 Flashcards

(15 cards)

1
Q

Usability goals

A

-Effective to use

-Efficient to use

-Safe to use

-Have good utility

-Easy to learn

-Easy to remember how to use

-Enjoyable to use

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2
Q

User experience goals-Desirable aspects

A

-Satisfying
-Enjoyable

-Engaging
-Pleasurable

-Exciting
-Entertaining

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3
Q

User Experience Goals-Undesirable aspects

A

-Boring
-Unpleasant
-Creepy
-Frustrating
-Intrusive

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4
Q

Design Principles

A

generalizable abstractions intended to orient designers toward thinking about different aspects of their designs.

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5
Q

Common Design Principles

A

-Visibility
-Feedback
-Constraints
-Consistency
-Affordance

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6
Q

Visibility - Improving on a poor interface

A

-Make the card reader more obvious

-Make relevant parts visible

-Make what has to be done obvious

-Provide a big label next to the card reader that flashes when someone enters

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7
Q

Feedback

A

Involves sending back information about what action has been done

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8
Q

Types of feedback

A

-Audio
-Tactile
-Verbal
-Visual

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9
Q

Constraints

A

-Restricting the possible actions that can be performed

-Helps prevent user from selecting incorrect options

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10
Q

Consistency

A

designing interfaces to have similar operations and use similar elements for achieving similar tasks.

-a consistent interface is one that follows rules

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11
Q

Benefits of consistent interfaces

A

They are easier to learn and use,

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12
Q

Types of consistency

A

-Internal consistency

-External consistency

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13
Q

Internal consistency

A

Designing operations to behave the same within an application

-It is difficult to achieve with complex interfaces

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14
Q

External consistency

A

Designing operations, interfaces, and so on to be the same across applications and devices

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15
Q

Affordance

A

Refers to an attribute of an object that allows people to know how to use it.

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