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36 Cards in this Set
- Front
- Back
Miller's Law |
* People can handle 7 (+/- 2) bits of information at a time |
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Hick-Hyman's Law |
Law that states that "increasing the number of choices will increase the decision time logarithmically"
Example: Hicks need time to make decisions. |
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Fitt's Law |
when there is less accuracy required, reaction time is faster. when there is greater accuracy required, reaction time is slower. Example: Bigger buttons can be used faster or does your finger "fit?" |
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Social Proof |
People assume the actions of others in attempt to reflect correct behavior for a given situation. Example: positive Amazon reviews make me feel like I'm making the best selection. |
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Bandwagon Effect |
The probability of individual adoption increases with respect to the proportion who have already done do. As more people come to believe in something, others also "hop on the bandwagon" regardless of the underlying evidence. |
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Appeal to the masses |
An argument (fallacious) that concludes that a proposition is true because many, or most, people, believe it. Example: 9 out of 10 people think this works. |
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Keeping up with the Joneses |
Comparing yourself to one's neighbor as a benchmark for social class. To fail to keep up with the Joneses is perceived as demonstrating socio-economic or cultural inferiority. Example: I would not be caught using a Blackberry. |
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Spiral of silence |
When one opinion becomes dominant as those who perceive their opinion to be in the minority do not speak up because society threatens individuals with fear of isolation. Example: we use planning poker, so you are not swayed to vote the same as the first loud person. |
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Pareto Principle |
AKA. the 80-20 rule. From many events, roughly 80% of the effects come from 20% of the cause. Example: 80% of the land in Italy was owned by 20% of the population or 80% of your business comes from 20% of your customers. |
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Poka-yoke |
A japanese term for mistake-proofing, sometimes called idiot-proofing. Its purpose is to eliminate product defects by preventing, correcting, or drawing attention to human errors as they occur. AKA behavior-shaping constraints. Example: Ethernet cable plug is designed to be plugged in only one orientation, or helping users with the format for a phone number in a text field. |
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Tesler's Law |
The law of conservation of complexity: Every application must have an inherent amount of irreducible complexity. The only question is who will have to deal with it. Example: If a million users each waste a minute a day dealing with complexity that an engineer could have eliminated in a week by making the software a little more complex, you are penalizing the user to make the engineer’s job easier. |
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The 5 Quality Attributes of Usabilty |
Learnability Efficiency Memorability Errors Satisfation |
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Learnability |
How easy is it for users to accomplish basic tasks the first time they encounter the design? |
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Efficiency |
When users return to the design, how quickly can they perform tasks? |
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Memorability |
When users return to the design after a period of not using it, how easily can they reestablish proficiency? |
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Errors |
How many errors do users make, how severe are these errors, and how easily can they recover from the errors? |
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Satisfaction |
How pleasant is it to use the design? |
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Usability |
Usability is a quality attribute that assesses how easy user interfaces are to use. Usability also refers to methods for improving ease-of-use during the design process. |
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Paper Prototypes |
Rough, even hand-sketched, drawings of an interface to use as a prototypes, or models, of a design. |
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Gestalt Principles |
Similarity Continuation Closure Proximity Figure and Ground |
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You aren't gonna need it |
A principle of extreme programming that states a programmer should not add functionality until deemed necessary. Always implement when you actually need them, never when you just foresee that you need them. The new feature needs to be supported and debugged, can add constraints on what can be done in the future, leads to code bloat, could result in a snowball effect, it's difficult to fully define what it should do until it is needed. |
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DTSTTCPW |
Do the simplest thing that could possibly work. This is considered the most important rule of extreme programming. You think about what you need today, because thinking about what you might need in the future distracts you from your current goals. Studies show developers are not really good at predicting what will be needed. It's better to wait for a real need, and provide for it then. |
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F-Shaped Pattern |
The dominant reading pattern looks somewhat like an F with the following 3 components: User first read in a horizontal movement Next, users move down the page, and read in a second horizontal movement Finally, users scan the contents left side in a vertical movement. |
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User Testing Methods |
Tree Testing & First click (website hierarchy) Beta-Testing, User Diaries, and A/B Testing, System Usability Scale (prototype) Hallway Test, Remote User Testing, and Focus Groups, Eye Tracking (random users) Expert Review
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User-Centered Design |
A process in which the needs, want, and limitations of end users of a product are given extensive attention at each state of the design process. For the web that includes: content strategy, |
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7 Stages of Action |
Forming the goal Forming the intention Specifying the action Executing the action Perceiving the state of the world Interpreting the state of the world Evaluating the outcome |
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The Gulf of Execution |
The difference between the intentions and the allowable actions. Example: you intend to load film into the projector, but because there is a long series of actions to complete this task, it was not clear what actions were needed to accomplish the intentions. |
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The Gulf of Evaluation |
This reflects the amount of effort that the person must exert to interpret the state of the system and determine how well the expectations and intentions have been met. Example: With the film projector, everything was hidden, and it gave no indication that the film had been threaded correctly. |
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Principles of Good Design |
Visibility A good conceptual model Good mapping Feedback |
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ISO Standards to ensure a design is user centered |
The design is based upon an explicit understanding of users, tasks, and environments. Users are involved throughout design and development The design is driven and refined by user-centered evaluation The process is iterative The design addresses the whole user experience The design team includes mulitdisciplinary skills and perspectives. |
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Persona |
A fictional character created to represent the different user types that might use the product. In most cases, personas are synthesized from data collected from interviews with users. |
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Nielson Norman Group |
A computer interface and user experience consulting firm. Donald Norman is one of the founders. |
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Content Strategy |
Planning, creating, delivering, and governance of content. This not only includes the words on the page, but also the images and multimedia that are used. |
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Content Lifecycle |
Audit and Analysis Strategy Plan Create Maintain |
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Information Architecture |
A focus on organizing, structuring, and labeling content in an effective and sustainable way. The goal is to help users find information and complete tasks. Its goal is to "help users understand where they are, what they've found, what's around, and what to expect." |
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Sunk Cost Fallacy |
Caused by loss aversion, it is when people continue on a process that may be broken, because they have already invested into it. Example: Finishing a software you know you no longer need because it is 80% built. |