Week 4 - usability heuristics Flashcards

1
Q

Heuristics definition

A

An adjective to describe the guiding of discovery and improving problem solving

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2
Q

Why is it important for digital business

A
  • customers can go elsewhere is frustrated by user experience
  • usability goes beyond just IT systems and websites
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3
Q

Visibility of system status

A

Keeps users informed of what is happening with the system
e. g progress bars, simple and informative error messages

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4
Q

Match between the system and the real world

A

Speak the users language, familar words/ phrases
Structure info into a natural and coherent order

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5
Q

User control and freedom

A

Allow users the ability to interact with a system or website on their terms
Provide a clear way for users to configure or exit a system

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6
Q

Consistency and standard

A

Use consistent terminology throughout
Follow platform conventions for interactive elements

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7
Q

Error prevention

A

Eliminate error prone conditions or check for them, provide reassurance with clear and helpful messages when errors occur

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8
Q

Recognition rather than recall

A

Minimise a users memory load, usage instructions should be visable, recognisable or easily retrievable

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9
Q

Flexibility and efficiency of use

A

Consider accelerators such as shortcuts or context menus
Allow users to tailer frequent actions e.g keyboard shortcuts

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10
Q

Aesthetic and minimalist design

A

Keep dialogues and feedback succinct, avoid irrelevant info thats rarely needed, dont clutter the page with too much information

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11
Q

Help users recognise diagnose and recover from errors

A

express error messages in plain language, provide step by step instructions

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12
Q

Help and documentation

A

Such information should be easy to search, non technical and concise

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13
Q

Prototyping definition

A

An approach based on an evolutionary view of software development and having impact on the development process as a whole

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14
Q

Fidelity of prototypes

A

How close does a prototype resemble the look and feel of the final product of system
- interactivity
- aethetics and visuals
- content and functionality

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