HCI Design Rules Flashcards

1
Q

Achieving goals within constraints

A

Design

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2
Q

The purpose of the design we are intending to produce

A

Goals

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3
Q

The limitations on the design process by external factors

A

Constrain

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4
Q

Choosing which goals or constraints can be relaxed so that others can be met

A

Trade off

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5
Q

What are the 15 rules to design a perfect dashboard?

A

Design for a target
Keep everything at a glance
Keep it simple
Align elements
Be consistent
Highlight the most relevant information
Be clear
Start from zero
Shorten the numbers
Show the context
Choose the right colors
Design dashboards not reports
Show variations
Leave the noise off
Pick the right charts

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6
Q

This provides designers with a series of tools and techniques for understanding social settings and organizing their observations to derive models for design.

A

Contextual inquiry

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7
Q

This principle revolves around the features of an interactive system that allow novice users to understand how to use it at first and then how to attain a maximal level of performance.

A

Learnability

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8
Q

This design principle makes use of the user past knowledge of interacting with a similar system to ease the new system interaction. (Windows 7 to 10)

A

Predictability

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9
Q

This design principle is the ability of the user to assess the effect of past operations on the current state. It provides an observable account of occurring change.

A

Synthesizability

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10
Q

This design principle make use of the new users past experience with other applications. This experience can come from real life situation. (i.e., Red means danger)

A

Familiarity

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11
Q

This design principle can be seen as a form of consistency. (i.e., Word to Excel)

A

Generalization

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12
Q

This design principle relates to the similarities in behavior arising from alike situations or alike task objectives. (i.e., radio button allows to select only one option)

A

Consistency

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13
Q

This design principle refers to the diversity of ways in which the user and the system exchange information

A

Flexibility

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14
Q

One of the ways to achieve this is user pre-emptive, where a user initiates an action on the system.

A

Dialog initiative

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15
Q

Refers to the ability to support more than one task at a time, but stipulates that at any given instant the communication is restricted to a single task

A

Multithreading

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16
Q

Refers to the ability to transfer the control for task execution between system and user. (i.e., in case of emergency in a plane, the pilot can control the direction manually)

A

Task migratability

17
Q

It requires that equivalent values can be substituted for each other (i.e., double click or click and press enter an app)

A

Substitutivity

18
Q

It refers to the modifiability of the user interface by the user.

A

Customizability

19
Q

When is the term adaptability and adaptivity used when customizing a system

A

Adaptability = user modifies system
Adaptivity = system changes itself

20
Q

It concerns itself with supporting the user in successfully accomplishing an action with the system and assessment of the action

A

Robustness

21
Q

This allows the user to evaluate the internal state of the system by means of its perceivable representation at the interface

A

Observability

22
Q

It is the ability of a system to recover in case of an error

A

Recoverability

23
Q

Describe the difference between forward error recovery and backward error recovery

A

Forward: negotiation from a state towards another desired state
Backward: attempting to undo the effects of previous interaction

24
Q

It deals with the time needed for the system to communicate with the user. Variations in ___ time will impede anticipation of the user.

A

Responsiveness

25
Q

This ensures that the system can perform all tasks of interest

A

Task conformance

26
Q

Give an example of a poor design that led into severe fatalities

A

Boeing 737 in 1989 that crashed in England

27
Q
A