Usability goals
-Effective to use
-Efficient to use
-Safe to use
-Have good utility
-Easy to learn
-Easy to remember how to use
-Enjoyable to use
User experience goals-Desirable aspects
-Satisfying
-Enjoyable
-Engaging
-Pleasurable
-Exciting
-Entertaining
User Experience Goals-Undesirable aspects
-Boring
-Unpleasant
-Creepy
-Frustrating
-Intrusive
Design Principles
generalizable abstractions intended to orient designers toward thinking about different aspects of their designs.
Common Design Principles
-Visibility
-Feedback
-Constraints
-Consistency
-Affordance
Visibility - Improving on a poor interface
-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
Feedback
Involves sending back information about what action has been done
Types of feedback
-Audio
-Tactile
-Verbal
-Visual
Constraints
-Restricting the possible actions that can be performed
-Helps prevent user from selecting incorrect options
Consistency
designing interfaces to have similar operations and use similar elements for achieving similar tasks.
-a consistent interface is one that follows rules
Benefits of consistent interfaces
They are easier to learn and use,
Types of consistency
-Internal consistency
-External consistency
Internal consistency
Designing operations to behave the same within an application
-It is difficult to achieve with complex interfaces
External consistency
Designing operations, interfaces, and so on to be the same across applications and devices
Affordance
Refers to an attribute of an object that allows people to know how to use it.