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52 Cards in this Set

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What is Shneiderman's 1st Golden Rule?
Strive for consistency.

Consistent sequences of actions should be required in similar situations; identical terminology should be used in prompts, menus, and help screens; and consistent commands should be employed throughout.
What is Shneiderman's 2nd Golden Rule?
Enable frequent users to use shortcuts.

As the frequency of use increases, so do the user's desires to reduce the number of interactions and to increase the pace of interaction. Abbreviations, function keys, hidden commands, and macro facilities are very helpful to an expert user.
What is Shneiderman's 3rd Golden Rule?
Offer informative feedback.

For every operator action, there should be some system feedback. For frequent and minor actions, the response can be modest, while for infrequent and major actions, the response should be more substantial.
What is Shneiderman's 4th Golden Rule?
Design dialogue to yield closure.

Sequences of actions should be organized into groups with a beginning, middle, and end. The informative feedback at the completion of a group of actions gives the operators the satisfaction of accomplishment, a sense of relief, the signal to drop contingency plans and options from their minds, and an indication that the way is clear to prepare for the next group of actions.
What is Shneiderman's 5th Golden Rule?
Offer simple error handling.

As much as possible, design the system so the user cannot make a serious error. If an error is made, the system should be able to detect the error and offer simple, comprehensible mechanisms for handling the error.
What is Shneiderman's 6th Golden Rule?
Permit easy reversal of actions.

This feature relieves anxiety, since the user knows that errors can be undone; it thus encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data entry, or a complete group of actions.
What is Shneiderman's 7th Golden Rule?
Support internal locus of control.

Experienced operators strongly desire the sense that they are in charge of the system and that the system responds to their actions. Design the system to make users the initiators of actions rather than the responders.
What is Shneiderman's 8th Golden Rule?
Reduce short term memory load.

The limitation of human information processing in short-term memory requires that displays be kept simple, multiple page displays be consolidated, window-motion frequency be reduced, and sufficient training time be allotted for codes, mnemonics, and sequences of actions.
And now for something completely different.
An interval.
What is Nielsen's first heuristic?
Visibility of system status

The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
What is Nielsen's 2nd heuristic?
Match between system and real world.

The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
What is Nielsen's 3rd heuristic?
User control and freedom.

Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
What is Nielsen's 4th heuristic?
Consistency and standards.

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
What is Nielsen's 5th heuristic?
Error prevention.

Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
What is Nielsen's 6th heuristic?
Recognition rather than recall.

Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
What is Nielsen's 7th heuristic?
Flexibility and efficiency of use.

Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
What is Nielsen's 8th heuristic?
Aesthetic and minimalist design.

Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
What is Nielsen's 9th heuristic?
Help users recognise, diagnose and recover from errors.

Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
What is Nielsen's 10th heuristic?
Help and documentation.

Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
Another interval.
Spam. We all like spam don't we? Spam.
What is Norman's 1st principle?
Use both knowledge in the world and knowledge in the head.
What is Norman's 2nd principle?
Simplify the structure of tasks.
What is Norman's 3rd principle?
Make things visible: bridge the gulfs of Execution and Evaluation?
What is Norman's 4th principle?
Get the mappings right.
What is Norman's 5th principle?
Exploit the power of constraints, both natural and artificial.
What is Norman's 6th principle?
Design for error.
What is Norman's 7th principle?
When all else fails, standardise.
A spam interval.
Spam and eggs.
What is Throw Away Prototyping?
The 'Throw Away Prototype' is developed from the initial requirements but is not used for the final project.

Written from specification of requirements.

Some developers believe that this type is a waste of time because you don't use it.

Regardless if prototype is discarded or kept, you must use an easy to use design language.
What is Evolutionary Prototyping?
Evolutionary prototyping is considered the most fundamental form of prototyping.

Evolutionary prototyping main concept is to build a robust prototype and constantly improve it.

Objective is to deliver a fully working system to the end user.
What is Low Fidelity Prototyping?
Generally paper based screen designs (storyboards)

Constructed to depict alternative screen layouts, to demonstrate general look and feel of the interface.

Created to educate, communicate and inform but not to test or serve as a basis for code.

Used early in the design cycle without much investment in actual development.
What is High Fidelity Prototyping?
Represent the core functionality of the interface.

Fully interactive system, users can interact with it as if it was a real system.

A trade-off between design speed and accuracy.

High fidelity prototypes can consume resources and have high cost.
Another interval? Everybody likes spam right?
Spam, spam, spam... eggs.
What is 'Affordance'?
Is a design aspect of an object indicating how it should be use; an object should possess visual clues as to its function and use.

An object providing high affordance has good visual design clues so users know how to use it just by looking at it; no picture label or instruction should be needed e.g. door knobs for turning and door plates for pushing.
What is 'Accessibility'?
The attributes and characteristics of a system taht allow people with limited vision, hearing, dexterity, cognition or physical mobility to interact effectively with the system.

Standards and guidelines are available and standards may be legally enforced in some markets.

Accessibility aids such as screen readers may be added to a system to allow people with disabilities to use those systems.
What is 'Closure'?
In memory, the sense of relief when a memory task is complete.
What are interface metaphors?
A set of visuals, actions and procedures that explicits pre-existing knowledge users have of other domains. House/home icons for home button/page, folders for filing system (on a computer) etc.
What is Usability?
The ease with which people can employ a particular system or product to achieve particular goals.
What is consistency?
Users should not have to wonder whether different words, situations or actions mean the same thing.

Follow platform conventions if appropriate.

See Shneiderman's 1st Golden Rule.
Evaluation process - 1st step
Principles and heuristics chosen and typical tasks defined.
Evaluation process - 2nd step
Evaluator(s) go through each tasks step by step, inspecting the flow against each principle.
Evaluation process - 3rd step
Problems are identified and grouped by principle, Each is given a severity rating.
Evaluation process - 4th step
The accessibility of the design is assessed and changes suggested.
What is a closed question with regards to HCI?
Questions that are answered by choosing from a given list,.
What is 'Learnability'?
How easy it is to learn a system or software application.
What is meant by 'Interaction styles'?
The different communication methods for users to interact with a computer system.
What is meant by Iterative design?
Design methodology involving repeated cycles of design, evaluation and analysis. Refinements are made for the next cycle based on the analysis & feedback.
What is mapping?
The visual mapping between an interfaces controls and its user goals.

For example, controls in cars are generally visible, The steering wheel has just one function, there is good feedback and it is easy to understand what it does,.

Mobile phones often have poor visibility and controls can have multiple functions.
What is Direct Manipulation?
Interactive systems where the user physically interacts with their operating system, the fundamental feature of the system is user control.

A touch screen monitor is one example.

Direct manipulation allows users to physically interact with on screen objects giving the feeling of control.
Advantages of Direct Manipulation are:
High visibility of Objects and Actions.

Rapid, reversible, incremental actions.

Replacement of language syntax with visual manipulation of the objects.
What is Indirect Manipulation?
This is where an intermediary is used to interact with a system.

For example, a mouse or a keyboard.
No more spam?
Of course, there is always spam. Spam Spam spam, eggs, beans, sausage spam spam spam and a bit of cheese with a crusty bit on top.