Interface Design Flashcards

(24 cards)

1
Q

What’s a GUI?

A

Graphical User Interface – uses windows, icons, menus, and pointers

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2
Q

Name 3 advantages of a GUI.

A

Easy to learn, visual cues, supports multitasking

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3
Q

What is usability engineering?

A

“The discipline of designing systems that improve the lives of people by focusing on usability, not just functionality.”

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4
Q

What are Norman’s 6 Principles of Interaction Design?

A

“Visibility, Feedback, Constraints, Consistency, Affordance, Mapping.”

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5
Q

What does the ‘Visibility’ principle in interaction design mean?

A

“Ensuring functions are visible to help users know what to do, e.g., a log-in screen with no clutter.”

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6
Q

How does ‘Feedback’ differ from ‘Visibility’?

A

“Feedback is reactive (confirms actions), while Visibility is proactive (shows system status).”

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7
Q

What is an example of good ‘Feedback’?

A

“A ‘Payment Successful’ message after submitting an online form.”

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8
Q

What problem can arise with excessive ‘Visibility’?

A

“Overloading users with information, causing confusion or overwhelm (e.g., constant notifications).”

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9
Q

What are ‘Constraints’ in interaction design?

A

“Design elements that restrict user actions to prevent errors, e.g., a disabled ‘Submit’ button until fields are filled.”

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10
Q

Give an example of a ‘Constraint’ in mobile interfaces.

A

“Horizontal swiping only in a photo gallery app to avoid accidental vertical swipes.”

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11
Q

What is a downside of overly strict ‘Constraints’?

A

“Frustration or perception of rigidity, limiting user exploration.”

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12
Q

Why is ‘Consistency’ important in design?

A

“Helps users feel comfortable by making interfaces recognisable (e.g., consistent buttons, colors).”

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13
Q

What design elements should be consistent?

A

“Navigation, color usage, button styles, icons, fonts, feedback messages, spacing, terminology, etc.”

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14
Q

How can strict ‘Consistency’ hinder design?

A

“May stifle innovation or lead to monotonous interfaces.”

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15
Q

What is ‘Affordance’ in design?

A

“The link between how things look and how they’re used (e.g., a raised button looks clickable).”

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16
Q

Name the types of affordances.

A

“Explicit, Hidden, Pattern, Metaphorical, False, Negative.”

17
Q

What is ‘False Affordance’?

A

“A feature suggesting a use it can’t perform (e.g., non-clickable text that looks like a link).”

18
Q

How does ‘Negative Affordance’ differ from ‘Constraints’?

A

“Constraints actively restrict actions; Negative Affordance passively signals unavailability (e.g., a grayed-out button).”

19
Q

What is ‘Mapping’ in interaction design?

A

“Controls resembling their effects (e.g., stove knobs arranged like burners).”

20
Q

What issue arises with poor ‘Mapping’?

A

“User errors due to unintuitive control-effects relationships (e.g., confusing button arrangements).”

21
Q

How do Norman’s principles work together?

A

“Visibility (what to do), Feedback (action confirmation), Affordance (interaction cues), Mapping (logical controls), Constraints (error prevention), Consistency (comfort).”

22
Q

What are Nielsen’s 10 Usability Heuristics?

A

“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.”

23
Q

What is the goal of usability heuristics?

A

“Improve ease of use, making systems intuitive and efficient with minimal user frustration.”

24
Q

Name the 4 main interface types in HCI.

A
  1. Command Line, 2. Graphical (GUI), 3. Voice, 4. Gesture-based.