How People Do Things Flashcards

1
Q

Execution (action cycle)

A

Execution starts with a goal, then
1. Plan - intend to act
2. Specify - Think of sequences of steps to achieve goal
3. Perform - carry out specific steps

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2
Q

Evaluation (action cycle)

A

Comparing expectations with what happened
1. Perceive - observe what happened
2. Interpret - make sense of observation
3. Compare - compare what happened with what was wanted

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3
Q

Norman’s Action Cycle

A

A simplified framework for understanding human action

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4
Q

Gulf of Execution

A

The difference between the intentions of the user and what the system allows them to do

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5
Q

Gulf of Evaluation

A

The amount of effort the user must take to interpret the state of the system and how well expectations have been met

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6
Q

Two most important characteristics of good design

A

Discoverability & Understanding

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7
Q

Discoverability

A

The quality of letting the user figure out what actions are possible and how to achieve them

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8
Q

Understanding

A

The state of the user to know how the product is supposed to be used

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9
Q

An interface designer must understand…

A

Psychology and technology

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10
Q

Fundamental Principles of Interaction

A

Affordance
Signifiers
Mapping
Feedback
Conceptual model

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11
Q

Affordance

A

Relationship between the properties of the object and the capabilities of the user

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12
Q

Norman’s 4 principles for screen interfaces

A

Follow convention
Use words and graphics to describe actions
Use metaphor
Follow a coherent conceptual model

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13
Q

Signifiers

A

A mechanism to communicate where the action should take place - any mark that communicates behavior to the user

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14
Q

Deliberate Signifier

A

A signifier left intentionally, for example a push sign on a door

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15
Q

Accidental Signifier

A

A signifier left unintentionally, for example a trail left by people walking past previously

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16
Q

Mapping

A

Relationship between control elements and their results

17
Q

Feedback

A

A mechanism to communicate the results of an action

18
Q

Conceptual model/mental model

A

An explanation of how things work - lets the user predict how things will behave

19
Q

Transfer Effects

A

People transfer learning of similar objects to current objects

20
Q

System image

A

What can be derived from the interface
System image is responsible for aligning designer’s and users’ mental model

21
Q

Direct Manipulation

A

Continuous representation of object of interest
Physical actions to manipulate system
Continuous feedback
Affords rapid learning