CS2003 - Week 3 - Interface Design & Usability Principles Flashcards

(20 cards)

1
Q

What is Engineering?

A

Engineering is the discipline, art, skill, and profession of acquiring and applying scientific, mathematical, economic, practical, and social knowledge to design and build structures, machines, systems, and processes that improve people’s lives

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

What does ‘Visibility’ mean in interaction design?

A

Visibility ensures users can see what is happening in real-time.
It gives immediate system responses (proactive) and avoids overloading users with information.

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

What is ‘Feedback’ in interaction design?

A

Feedback provides confirmation (reactive) after a user action through visuals, sounds, or haptics.
It works with visibility to reinforce understanding.

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

Define ‘Constraints’ in interaction design.

A

Constraints limit user interactions to prevent errors or overwhelm. Examples include disabling buttons until forms are complete or limiting swipe gestures.

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

Why is ‘Consistency’ important in design?

A

Consistency ensures familiarity by maintaining predictable elements like layout, colors, and language.
It enhances comfort but can reduce creativity.

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

What does ‘Affordance’ mean in interaction design?

A

Affordance is the visual cue that indicates how to use something (e.g., a raised slider for volume). Poor affordance misleads users.

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

Explain ‘Mapping’ in interaction design.

A

Mapping is the relationship between controls and their effects, like a scroll bar or stove knob. Good mapping feels intuitive.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Summary mnemonic for Norman’s Principles (VFCCAM)?

A

Visibility – See what to do
Feedback – Know it worked
Constraints – Prevent mistakes
Consistency – Build comfort
Affordance – Understand interaction
Mapping – Logical control

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

What are heuristics in design?

A

Heuristics are practical problem-solving techniques that prioritize speed and efficiency in finding solutions to complex problems.

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

Visibility of System Status in usability heuristics

A

Keep users informed of what’s happening through timely feedback.

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

Match Between System and the Real World in usability heuristics

A

Use language and concepts familiar to users (natural mapping, real-world metaphors).

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

User Control and Freedom in usability heuristics

A

Let users undo/redo and exit easily. Prevent them from getting stuck.

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

Consistency and Standards in usability heuristics

A

Follow real-world and platform conventions. Don’t force users to learn new ways unnecessarily.

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

Error Prevention in usability heuristics

A

Prevent slips (unconscious errors) and mistakes (misinformed choices). Design to avoid problems before they happen.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Recognition Rather than Recall in usability heuristics

A

Show options and keep menus visible. Reduce memory load.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Flexibility and Efficiency of Use in usability heuristics

A

Provide shortcuts and customizations for expert users without compromising beginner usability.

17
Q

Aesthetic and Minimalist Design in usability heuristics

A

Only show necessary information. Clutter distracts and confuses.

18
Q

Help Users Recognize, Diagnose, and Recover from Errors in usability heuristics

A

Use clear error messages that explain what went wrong and how to fix it.

19
Q

Help and Documentation in usability heuristics

A

Provide helpful info only if necessary. Best if the system is usable without it.

20
Q

What are Nielsen’s 10 usability heuristics?

A

Visibility of system status
Match between Systems and Real World
User control & freedom
Consistency & standards
Error prevention
Recognition over recall
Flexibility & efficiency
Aesthetic, minimalist design
Help users recover from errors
Help & documentation