Interface Design & Usability Principles Flashcards

1
Q

What are Norman’s 6 interaction design principles?

A

Visibility, Affordance, Constraints, Consistency, Mapping, Feedback

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

Visibility

A

How easy it is to see what you can do e.g. making functions/status clearly visible to users

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

Visibility examples

A

+ Clean login screen with only essential fields
- Unclear clickable elements

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

Visibility risks

A

Overloading users with info causing confusion

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

Feedback

A

Immediate response to user actions (e.g. visual, audio)

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

Feedback example

A

Message after a payment submission

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

Feedback vs Visibility

A

Feedback is reactive (post-action), visibility is proactive (ongoing status)

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

Feedback risk

A

Excessive feedback annoys users

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

Constraints

A

Limit user actions to prevent errors

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

Constraints examples

A

+ Disabling submit button until completion
+ Horizontal-only swipe in photo galleries

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

Constraints risk

A

Over-restriction frustrates users

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

Consistency

A

Uniformity in design (navigation, colours, buttons etc)

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

Consistency examples

A

+ Same button styles across pages
+ Standard date format

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

Consistency risk

A

Too much consistency stifles creativity

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

Affordance

A

How the design suggests how to use an element

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

Affordance types

A

+ Explicit: Obvious (e.g. login button)
+ Hidden: Revealed on hover (e.g. dropdown)
- False: Looks usable but isn’t (bad design)

17
Q

Affordance example

A

Trash bin icon = delete function

18
Q

Affordance risk

A

Poor affordance misleads users

19
Q

Mapping

A

How well controls match their effects intuitively

20
Q

Mapping example

A

Stove knobs aligned with burners, scrollbar position shows location on page

21
Q

Mapping risk

A

Poor managing causes errors (e.g. confusing button layout)

22
Q

How the principles work together

A

Visibility: shows what to do
Feedback: confirms actions
Affordance: guides interaction
Mapping: makes controls logical
Constraints: reduce mistakes
Consistency: builds user comfort

23
Q

Nielsen’s 10 usability heuristics

A
  1. Consistency & standards
  2. Help users recover from errors
  3. Aesthetic, minimalist design
  4. Match real-world conventions
  5. Flexibility & efficiency
  6. Error prevention
  7. Recognition over recall
  8. Help & documentation
  9. User control & freedom
  10. Visibility of system status
24
Q

Visibility of system status

A

progress bars

25
Match real-world conventions
familiar terms/icons
26
User control & freedom
undo options
27
Consistency & standards
common ui patterns
28
Error prevention
confirmation dialogs
29
Recognition over recall
show options, don't rely on memory
30
Flexibility & efficiency
shortcuts for experts
31
Aesthetic, minimalist design
avoid clutter
32
Help users recover from errors
clear error messages
33
Help & documentation
accessible user guides
34
Constraints vs Affordances
Constraints actively restrict, negative affordance visually implies restriction