Chapter 1 Flashcards
(14 cards)
List the usability goals.
Effective to use.
Efficient to use.
Safe to use.
Have good utility.
Easy to learn.
Easy to remember how to use.
List the desirable aspects of the user experience goals.
Helpful
Fun
Satisfying
Motivating
Challenging
Rewarding
Entertaining
List the undesirable aspects of the user experience goals.
Boring
Unpleasant
Frustrating
Annoying
It makes one feel guilty
It makes one feel stupid
Childish
List the 5 design principles.
Visibility
Feedback
Constraints
Consistency
Affordance
Briefly explain what visibility entails.
The more visible the functions are, the more likely users will know what to do next.
Briefly explain what feedback entails.
Sending information back to the user about what the user has done and what action has been accomplished.
Examples include sound, visual, verbal, tactile (touch)
Briefly explain what constraints entail.
Restricting certain actions that can be performed to help users from selecting incorrect options.
Briefly explain what consistency entails.
Designing interfaces to have similar operations and elements to make them easier to learn and use.
Briefly explain what affordance entails.
Attributes that allow people to know how to use it. Gives a clue.
How to understand users and their needs.
Consider what people are good at and bad at.
Consider quality user experiences.
Consider people’s wants and needs.
List the academic disciplines contributing to ID.
Psychology
Social Sciences
Computing Sciences
Engineering
Ergonomics
Informatics
List the design practices contributing to ID.
Graphic design
Product design
Artist-design
Industrial design
Film industry
List the interdisciplinary fields that di interaction design.
HCI
IS
ubiquitous computing
human factors
Cognitive engineering
Cognitive ergonomics
Differentiate between ID and HCI.
HCI has a narrow focus on design and usability
ID is broad and is concerned with research.