Lecture 4 Flashcards

1
Q

Why is usability important?

A

• Users will leave if: Website/app is too difficult to
use, Design and/or content of a
site is too cluttered, Difficult to find what they are
looking for, Too time-consuming to
complete a task

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2
Q

What is usability?

A
  • A multi-part, multi-disciplinary process that that defines the parameters of a project (i.e., Scope of Work)
  • The measure of the ease of use of a site
  • Ensuring something works well
  • Directly related to the experience of the user (i.e., UX)
  • Based on the expectations and abilities of the target user group
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3
Q

What is involved in planning for usability?

A
  • Research and Discovery
  • Content Inventory
  • i.e., Asset Inventory
  • Site Mapping
  • Wireframing
  • Usability Mapping
  • Prototyping
  • Concept Design
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4
Q

What are some important usability principles?

A

• The 7 ± 2 Principle
• Humans can only retain 5 to 9 things at a time in
their short-term memory
• 2-Second Rule
• Users shouldn’t wait more than 2 seconds for certain
system responses
• 3-Click Rule
• Should not take more than 3 clicks to find
information

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5
Q

What are Neilsons 5 components of usability?

A
  • Learnability
  • Efficiency
  • Memorability
  • Error Rate and Recovery
  • Satisfaction
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6
Q

What are Quesenbery’s five E’s?

A
  • Effective
  • Efficient
  • Engaging
  • Error Tolerant
  • Easy to Learn (i.e., Learnability)
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7
Q

What are some Usability rules? Give examples.

A

• Do not make users think
• Your message should be clear and to the point
• Omit words that do not add to your message
• Design elements should make a user’s required
interactions obvious
• Design a page to help a user scan its content
• Clear visual hierarchy
• Logically related content should be visually related
• Clickable objects should be obvious
• Pages should be broken up into clearly defined
areas/sections
• Give users choices that guide them
• Don’t complicate the process of completing a task
• Avoid pull-down menus, opt for drop-downs
• A Home Page is meant to convey the big picture
• Don’t punish the user for getting lost
• Let the user know what you need

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