Module 7 Flashcards

(18 cards)

1
Q

In terms of hierarchy, it is important to signal:

A
  • what hierarchies are present
  • which navigation elements are part of the same hierarchy
  • where the user currently is on each hierarchy
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2
Q

Web Navigation Conventions

A
  • Site ID at the top
  • Utilities at the top
  • Sections
  • “You are here” indicator
  • Page name
  • Local navigation (things at the current level)
  • Footer navigation
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3
Q

Persistent Navigation

A

Set of navigation elements that appears on every page of a site

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4
Q

Tabs

A

Like tab dividers in binders

Partition info into sections

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5
Q

Breadcrumbs

A

Show you where you are; show you path from Home Page to where you are now

Makes it easy to move back up to higher levels

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6
Q

Progressive Disclosure

A

“Details on Demand”

Separate info and commands into layers

Present more frequently used info and commands first

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7
Q

Site Design Goals

A
  • Help users understand if it is possible to do what they’d like to do
  • Help users find what they’re looking for
  • Balance tradeoffs between completing objectives in site design
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8
Q

Information Foraging

A

Navigating through an info space (patches) to maximize chances of finding prey (info) in minimal time

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9
Q

Information Environment

A

Information patches connected by traversable links

Represented as a topology

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10
Q

Patch

A

A space in the environment where a user is located (e.g. page, dialog)

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11
Q

Link

A

Connection between patch offered by the information environment

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12
Q

Cues

A

Information features associated with outgoing links from patch

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13
Q

Scent

A

User interprets cues on links by likelihood they will reach prey

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14
Q

Metaphor

A

Using existing mental models from the real world

Advantages:
- Leverages understanding of familiar objects and their functions
- Provides intuitive understanding of possible affordances and eases mapping tasks to actions

Disadvantages:
- Tyranny of Metaphor
- Adds useless overhead
- Wastes visual bandwidth

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15
Q

Tyranny of Metaphor

A

Ties interactions closely to workings of physical world

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16
Q

Idiom

A

A consistent mental model of how something works

Might have originated in the real world, but thought of in terms of mental model of UI interactions

17
Q

Ordering User Actions

A
  • Task structure
  • Separate long tasks into sequences
  • Design for flexibility & efficiency
  • Keep users in control
  • Orchestration & interaction flow
  • Anticipate likely next actions
18
Q

Interaction Flow

A

The next thing the interface wants to do is exactly what the user expects