Lecture 2 Interface Design Flashcards

(19 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

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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.

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10
Q
  1. Visibility of System Status
A

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

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11
Q
  1. Match Between System and the Real World
A

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

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12
Q
  1. User Control and Freedom
A

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

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13
Q
  1. Consistency and Standards
A

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

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14
Q
  1. Error Prevention
A

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

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15
Q
  1. Recognition Rather than Recall
A

Show options and keep menus visible. Reduce memory load.

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16
Q
  1. Flexibility and Efficiency of Use
A

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

17
Q
  1. Aesthetic and Minimalist Design
A

Only show necessary information. Clutter distracts and confuses.

18
Q
  1. Help Users Recognize, Diagnose, and Recover from Errors
A

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

19
Q
  1. Help and Documentation
A

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