Systems week 3 Flashcards

Usability (24 cards)

1
Q

Usability

A

-How easily can users achieve?
-Focus on effectiveness, efficiency, satifaction
-Make interfaces intuitive, reduce user effort

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2
Q

What is UX

A

-Overall feelings, perceptions, satisfaction with a product
-Usability plus emotional factors:enjoyment, trust, aesthetics
-Good UX:not just usable, but meaningful and engaging

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3
Q

Principle 1

A

Know your user
-Identify audience’s skills,background, needs
-Understand user goals and context
-Tailor interface to real users, not assumptions

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4
Q

Principle 2

A

Understand the task
-Design matches natural user tasks and flows
-Break user goals into clear steps
-Align workflow with mental models

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5
Q

Principle 3

A

Reduce memory load
-Minimize what users must remember
-Prefer recognition
-Limit options

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6
Q

Principle 4

A

Strive for consistency
-Use uniform design patterns,terms
-Similar actions=similar visuals
-Follow platform conventions

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7
Q

Principle 5

A

Remind users(visbility and feedback)
-Keep users informed
-Gentle reminders for important info
-Tool/tips help for easy guidance

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8
Q

Principle 6

A

Prevent errors and allow recovery
-Prevent common errors(constrain, disable invalid)
-Confirm destructive actions, provide “Undo”
-Clear error messages,easy recovery steps

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9
Q

Principle 7

A

Naturalness
-Use familiar metaphors and mappings
-Make interaction intuitive
-Obvious affordances

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10
Q

What makes a good UI?

A

-Simplicity
-Clarity
-Familiarity

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11
Q

Visual layout basics

A

-Alignment
-Grouping
-Whitespace

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12
Q

Consistency and standards

A

-Consistent styles
-Use platform UI standards
-Use same terminology everywhere to avoid confusion

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13
Q

Effective labeling

A

-Use friendly language on labels/buttons
-Short but descriptive, users know to input
-Provide instructions or placeholders where helpful
-Avoid technical jargon

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14
Q

Choosing the right controls

A

-Pick controls that match the input
-Avoid free text if input can be constrained
-Buttons:Label with clear action
-Controls should afford usage

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15
Q

Basic usability checks

A

-Is everything visible and legible?
-Logical flow
-Controls work as expected?
-No typos or inconsistent terms

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16
Q

Why evaluate usability?

A

-We often think our UI is easy, but only testing shows if users agree
-Early usability testing catches problmes before launch
-Leads to higher quality, more efficient, and satisfying user experiences
-Better usability means happier users

17
Q

Usability goals and criteria

A

Effectiveness
Efficiency
Satisfaction
Learnability
Error rate

18
Q

Common usability issues

A

-Navigation problems
-Label confusion
-Lack of feedback
-Inconsistent UI
-Error handling gaps

19
Q

Heuristic evaluation

A

-Experts review the UI against best-practice
-Systematic inspection using heuristics
-Fast and low cost, no end-users required
-Check for:consistency,visibility of status, error prevention

20
Q

Key usability heuristics

A

-Consistency and standards
-Visibility of system status
-Error prevention and recovery
-Recognition over recall
-Aesthetic and minimalist design

21
Q

Heuristics

A

Practical checklist for finding issues quickly

22
Q

User testing sessions

A

Plan sessions
Get real users
Observe
Collect metrics
Encourage “think aloud”

23
Q

Gather user feedback

A

-After testing, interview users:what was frustrating
-Use quick surveys
-Watch for repeated feedback
Ask for suggestions

24
Q

Incorporating feedback(iterative design)

A

-Analyze issues
-Prioritize fixes
-Brainstorm/redesign
-Implement and iterate