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6 Cards in this Set
- Front
- Back
- 3rd side (hint)
Q1 2010: Five reasons why a user might become frustrated with the design of an interactive product.
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-When an application doesn't work properly or crashes.
-When a system doesn't do what the user wants it to do. -When a user's expectations are not met. - When a system doesn't provide enough info to tell the user what to do. -When error messages pop up that are vague or abstruse. -When the appearance of an interface is too noisy, garish, gimmicky, or patronising. When a system requires a user to carry out too many to perform a task, only to find a mistake early on, requiring that the user start again. |
Chapter 5, section 5.4
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A well designed interactive product adheres to the principles of good visibility and clear mappings.
There are two aspects to good visibility. Define each of these |
1. Clearly visible; e.g. the user can see the controls easily and well.
2. Clear functions: that is, the functions of the product are clear to the user and easy to discern. |
Page 60 Unit 2 & Set book page 29.
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A well designed interactive product adheres to the principles of good visibility and clear mappings.
There are two aspects to good mapping. Define each of these |
1. Mapping: the relationship between controls and their real-world effect.
2. Well labelled controls. |
Block 2 Page 61.
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Taking an example from an interactive product with which you are familiar, describe an interface element with both good visibility and clear mappings.
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My monitor's on/off button is labelled on/off, and is a nice easy-to-spot button.
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Describe a situation where the user experience goal fun needs to be favoured over the usability goal learnability. Why is it necessary to make this trade-off?
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A game, particularly a children's game, needs to be fun or has no point really existing!
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Describe a second situation where the usability goal learnability needs to be favoured over the user experience goal fun. Why is it necessary to make this trade-off?
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Anywhere that performance is critical, for example, I'd prefer that my spaceship's landing controls were easy to remember, but wouldn't worry too much about the fun!!
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