User Interface Design W1-2 Flashcards

(36 cards)

1
Q

ISO 9241

A
  1. Time to learn
  2. Speed of performance
  3. Rate of errors
  4. Retention
  5. Subjective satisfaction
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Social media interface

A

Subjective satisfaction

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Video game interface

A

Learnability

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Professional interface

A

Accepts long training periods. Needs low errors and high speed.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Creative interface

A

Accepts long training periods. Needs high speed, but not low errors.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Voting

A

Like videogames, needs learnability

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

How research is done

A
  1. Short term via studies.
  2. Long term via individual follow ups.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Interface design goals

A
  1. Influencing researches so that reduced fear of computers, interface customization, social media expansion, more input devices, and information exploration can be accomplished.
  2. Providing guidelines and tools for commercial software creation.
  3. Raising users awareness of the arbitrary nature of interfaces design.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Variations in abilities

A

Blindness, color blindness,

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Variations in workplaces

A

“Human Factors in Engineering of Computer Workstations”
1. Worktable and display-support height
2. Clearance under work surface for legs
3. Work-surface width and depth
4. Adjustability of heights and angles for chairs and work surfaces
5. Seating depth and angle, backrest height, lumbar support
6. Availability of armrests, footrests, and palm rests
7. Use of chair casters

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Cognitive and perceptual ability

A
  1. IQ
  2. Short term memory
  3. Substance use
  4. Food & sleep
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Cultural diversity

A

Store everything in files to localize

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Disabled users law #s

A

US section 508 and EU section order 376

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

How to Help Seniors

A
  1. Control of font
  2. Contrast
  3. Audio
  4. Clear navigation
  5. Consistent layout
  6. CC
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Children

A
  1. Use repetition
  2. Don’t patronize
  3. Low literacy
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Lack of hardware

A
  1. Low bandwidth
  2. Small screen
17
Q

Guidelines

A

Low level advice about good practices

18
Q

Principles

A

Middle level strategies or rules to compare alternatives

19
Q

Theories

A

High level frameworks for coming up with ideas, teaching people design, and predict how people will use software.

20
Q

Early and influential guidelines

A

Apple and Microsoft

21
Q

Web Accessibility Guidelines

A

W3C and US Access Board Section 508

22
Q

Goals for data display

A
  1. Consistency
  2. Efficient assimilation by user
  3. Minimal memory load
  4. Compatibility with data entry
  5. Sorting and other flexible controls
23
Q

Goals for data entry

A
  1. Consistency
  2. Minimal input - no duplication
  3. No lengthy lists of codes to memorize
  4. Compatibility with data display
  5. Adjustability for advanced users
24
Q

First time users

A

Instructions, dialogue boxes, limited vocabulary, minimal options, lots of feedback

25
Intermediate users
"users who forget the details," well designed menus, consistent terminology, recognition over recall, context dependent help, protection from danger.
26
Power users
Fast UI, minimal input
27
Task ID
Observe user behavior Break down into things they want to accomplish Frequency of action should determine its difficulty
28
Interaction style
Direct manipulation is preferable, but hard to implement. Menus are slow but easy Forms requiring training and take up screen space. Commands take a lot of training but are fast Natural language should be avoided.
29
Eight golden rules
Have consistency of IO contents and layout Seek universal usability Offer informative feedback Design dialogues to yeild closure Prevent errors Enable easy reversal of actions Keep users in control Reduce short term memory load.
30
Error prevention
Specific error messages Correct dangerous actions Use autocomplete Enable scripting
31
Types of theories
Taxonomy- naming things Explanatory- relationships between variables Prescriptive- how to design Predictive- how user will behave
32
Human capacity based theories
Motor Perceptual Cognitive
33
Design by levels
Conceptual, semantic, syntactic, lexical
34
GOMS
For experts not making errors only
35
Contextual theories
Facilitated by macro HCI is observational studies
36
Dynamic theories
Answers why do people adopt our product with: 1. Faster/cheaper relative advantage 2. Compatibility 3. Experiment-ability 4. Observability 5. Non-complexity