Module 1 Flashcards

Usability Heuristics (21 cards)

1
Q

10 Usability Heuristics for UI Design

A
  1. Visibility of System Status
  2. Match Between the System and the Real World
  3. User Control & Freedom
  4. Consistency & Standards
  5. Error Prevention
  6. Recognition Rather than Recall
  7. Flexibility & Efficiency of Use
  8. Aesthetic & Minimalist Design
  9. Help Users Recognize, Diagnose, & Recover from Errors
  10. Help & Documentation
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2
Q

Jakob’s Law

A

People spend most of their time using digital products other than yours.

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3
Q

Visibility of System Status

A

The design should always keep users informed about what is going on through appropriate feedback within a reasonable amount of time.

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4
Q

Match Between the System and the Real World

A

The design should speak the user’s language: use common jargon familiar to the user, follow real-world conventions.

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5
Q

User Control & Freedom

A

Users need a clearly marked “emergency exit” to leave an unwanted action without having to go through an extended process.

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6
Q

Consistency & Standards

A

Users should not have to wonder whether different words, situations, or actions mean the same thing; it should all be consistent.

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7
Q

Error Prevention

A

The best designs carefully prevent problems from occurring in the first place.
Either:
- Eliminate error-prone conditions, or
- Check for error-prone conditions and present users with a confirmation option before they commit to the action.

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8
Q

Recognition Rather than Recall

A

Make elements, actions, and options visible.

The user should not have to remember information from one part of the interface to another.

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9
Q

Flexibility & Efficiency of Use

A

Shortcuts (hidden from novice users) may speed up interactions for expert users.

Allow users to tailor frequent actions.

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10
Q

Aesthetic & Minimalist Design

A

Interface should not contain information that is irrelevant of rarely needed.

The visual elements of the interface should support the user’s primary goals.

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11
Q

Help Users Recognize, Diagnose, & Recover from Errors

A

Error messages should:
- be expressed in plain language
- precisely indicate the problem
- constructively suggest a solution

Error messages should be presented with visual treatments that will help users notice and recognize them.

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12
Q

Help & Documentation

A

Help and documentation should be easy to search and focused on the user’s task.

Concisely list concrete steps that need to be carried out.

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13
Q

2 Types of Errors

A
  1. Slips = unconscious errors caused by inattention
  2. Mistakes = conscious errors based on a mismatch between the user’s mental model and the design
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14
Q

Usability

A

A property of the relationship between humans with goal-driven tasks and an artifact.

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15
Q

Task Performance

A

The speed and success with which the goals can be accomplished.

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16
Q

User-Centered Design

A

Given humans with goals and tasks, design an artifact that helps to accomplish these tasks.

17
Q

Iterative User-Centered Design

A

Given humans with goals and tasks, redesign an existing artifact that helps to accomplish these tasks faster and more successfully.

18
Q

Usability Evaluation

A

Given humans with goals and tasks and a new artifact, identify usability issues that decrease task performance.

Method for finding usability flaws in a design by judging it relative to known principles for what makes UIs easy to use.

19
Q

Empirical Usability Evaluation

A

Given humans with goals and tasks and an artifact, observe humans to identify usability issues that decrease task performance.
- Uses real data
- Gives the ground truth of what really happens
- More time consuming

20
Q

Analytical Usability Evaluation

A

Given humans with goals and tasks and an artifact, assess for conformance to UI principles to identify usability issues that decrease task performance.
- Reveals usability issues faster
- Does not give ground truth
- Provides expectation of the issues that may occur

21
Q

Heuristic

A

Rule of thumb