User Interface Flashcards

(14 cards)

1
Q

what are the types of design rules ?

A

principles, standards, guidelines golden rules and heuristics

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2
Q

what are principles ?

A

• abstract design rules
• low authority
• high generality

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3
Q

what are standards ?

A

• specific design rules
• high authority
• limited application

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4
Q

what are guidelines ?

A

• arise from experience, observation, errors
• lower authority
• qualitative, more general application
• technology independent
• applicable to GUI, VR, AR, natural language

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5
Q

what models exist in user interface?

A

• System model: is how the system actually works
• Interface model: is the model that the system presents to the user through its user interface
• User model: (or conceptual model) is how the user thinks the system works

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6
Q

what are Nielsens 10 usability heuristics

A
  1. Visibility of system status
  2. Match between the system and the real world
  3. User with freedom and control
  4. Consistency and standards
  5. Error prevention
  6. Recognition rather than recall
  7. Flexibility and efficiency of use
  8. Aesthetic and minimalist design
  9. Help users recognize, diagnose and recover from errors
  10. Help and documentation
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7
Q

what are Shneiderman’s 8 Golden Rules

A
  1. Strive for consistency (~Nielsen #4)
  2. Enable frequent users to use shortcuts – universal usability (~Nielsen #7)
  3. Offer informative feedback (~Nielsen #1)
  4. Design dialogues to yield closure of actions (~Nielsen #1)
  5. Offer error prevention and simple error handling (~Nielsen #5, #9)
  6. Permit easy reversal of actions (~ Nielsen #3)
  7. Keep user in control (~Nielsen #3)
  8. Reduce short-term memory load (~Nielsen #6)
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8
Q

what are signifiers?

A

signals of indications that communicate how to use an affordance, providing the necessary cues to ensure the intended use of a design becomes apparent (in example, a panic door has special signifiers in the door handle)

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9
Q

what are Norman’s 7 principles

A
  1. Discoverability - make things visible in the interface
  2. Provide feedback
  3. Exploit the power of constraints (physical, logical, semantic, cultural)
  4. Provide coherence with a good conceptual model
  5. Get the mappings right
  6. Exploit object affordances (6a. Signifiers)
  7. Design for errors
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10
Q

what are affordances?

A

they represent the potentials actions that are possible, but don’t necessarily communicate how to perform those actions.

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11
Q

what is ux about?

A

The aim is to create happiness, joy (cool product), to
accomplish, to connect, to create identity, to create sensation, it’s about emotions

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12
Q

how are standards set?

A

they are set by national or international bodies to ensure compliance
by a large community of designers

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13
Q

what are the collections of golden rules and heuristics

A

Nielsen’s 10 heuristics, Shneiderman’s 8 golden rules (equivalents)

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14
Q

samples of acessibility guidelines

A

providing a text equivalent for every non text element, title each frame frame to facilitate identification and navigation

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