Interface Design Flashcards
(24 cards)
What’s a GUI?
Graphical User Interface – uses windows, icons, menus, and pointers
Name 3 advantages of a GUI.
Easy to learn, visual cues, supports multitasking
What is usability engineering?
“The discipline of designing systems that improve the lives of people by focusing on usability, not just functionality.”
What are Norman’s 6 Principles of Interaction Design?
“Visibility, Feedback, Constraints, Consistency, Affordance, Mapping.”
What does the ‘Visibility’ principle in interaction design mean?
“Ensuring functions are visible to help users know what to do, e.g., a log-in screen with no clutter.”
How does ‘Feedback’ differ from ‘Visibility’?
“Feedback is reactive (confirms actions), while Visibility is proactive (shows system status).”
What is an example of good ‘Feedback’?
“A ‘Payment Successful’ message after submitting an online form.”
What problem can arise with excessive ‘Visibility’?
“Overloading users with information, causing confusion or overwhelm (e.g., constant notifications).”
What are ‘Constraints’ in interaction design?
“Design elements that restrict user actions to prevent errors, e.g., a disabled ‘Submit’ button until fields are filled.”
Give an example of a ‘Constraint’ in mobile interfaces.
“Horizontal swiping only in a photo gallery app to avoid accidental vertical swipes.”
What is a downside of overly strict ‘Constraints’?
“Frustration or perception of rigidity, limiting user exploration.”
Why is ‘Consistency’ important in design?
“Helps users feel comfortable by making interfaces recognisable (e.g., consistent buttons, colors).”
What design elements should be consistent?
“Navigation, color usage, button styles, icons, fonts, feedback messages, spacing, terminology, etc.”
How can strict ‘Consistency’ hinder design?
“May stifle innovation or lead to monotonous interfaces.”
What is ‘Affordance’ in design?
“The link between how things look and how they’re used (e.g., a raised button looks clickable).”
Name the types of affordances.
“Explicit, Hidden, Pattern, Metaphorical, False, Negative.”
What is ‘False Affordance’?
“A feature suggesting a use it can’t perform (e.g., non-clickable text that looks like a link).”
How does ‘Negative Affordance’ differ from ‘Constraints’?
“Constraints actively restrict actions; Negative Affordance passively signals unavailability (e.g., a grayed-out button).”
What is ‘Mapping’ in interaction design?
“Controls resembling their effects (e.g., stove knobs arranged like burners).”
What issue arises with poor ‘Mapping’?
“User errors due to unintuitive control-effects relationships (e.g., confusing button arrangements).”
How do Norman’s principles work together?
“Visibility (what to do), Feedback (action confirmation), Affordance (interaction cues), Mapping (logical controls), Constraints (error prevention), Consistency (comfort).”
What are Nielsen’s 10 Usability Heuristics?
“1. Visibility of system status, 2. Match real world, 3. User control, 4. Consistency, 5. Error prevention, 6. Recognition over recall, 7. Flexibility, 8. Minimalist design, 9. Error recovery, 10. Help/docs.”
What is the goal of usability heuristics?
“Improve ease of use, making systems intuitive and efficient with minimal user frustration.”
Name the 4 main interface types in HCI.
- Command Line, 2. Graphical (GUI), 3. Voice, 4. Gesture-based.