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78 Cards in this Set

  • Front
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What distinguishes a good UI?

It communicates with the user in a non-interruptive way.




It gives good feedback, and utilizes pliancy.




Gives feedback immediately after an action has been performed.

Antropomorphism

The attributing of human characteristics and purposes to things, i.e. elements in a GUI.

Pliancy

Indicate that an on-screen element can be clicked or otherwise interacted with.

Every object that can be interacted with has pliancy.

Static Object Hinting

The pliancy of an object is communicated by the staticrendering of the object itself.

Dynamic Visual Hinting

When the cursor passes over a pliantobject, it changes its appearance.

Modal Feedback

Initiates a new state, i.e. popup. Avoid at all costs!

Modeless feedback

Indicates a change without interrupting the user. Always preferable over modal feedback.

Flow

Being able to focus wholeheartedly on an activity.




An extremely productive state where one easily loses track of time and other distractions fall away. One can remain engaged for hours.

Mental Model vs. Implementation Model vs. Represented Model

Mental Model: How the user thinks about the program, and how he/she expects it to function.




Implementation Model: The representation of how a machine or program actually works, i.e. the way data is stored.




Represented Model: The way thedesigner chooses to represent a program’s functioning to the user.




Strive to get as close as possible to the user's mental model!

Name a few ways to strengthen flow?

Utilize direct manipulation. On the same token, try to avoid exact configurations. For instance, letting someone drag to resize is preferable to having them type in exact dimensions every time.




Use as few steps as possible to achieve a task.


Avoid unnecessary choices; use reasonable defaults instead.


Avoid unnecessary dialog boxes.


Separate an actual functionality from its configuration.


Keep in mind: There is a big difference in what users can do and what they actually do.


Design for the most common actions/choices.

What is excise?

Interactions that have nothing to do with achieving one's goal, but still has to be carried out.




Visual Excise: Work that the user has to do to decode visual information. Could be finding a single item in a list, figuring out where to begin reading in a page, etc.




Necessary excise: Navigation between pages/views. Can be simplified by:




* Overviews.


*Signposts/breadcrumbs.


*Avoiding deep hierarchies.

What are Design Patterns?

Structural and behavioral features that improve the habitability of something.


In other words, a suggested solution to a problem. Not that they are not general in the sense that they should not always be applied. One has to discern whether or not using them is validated.




They are:


*Concrete, not general.


*Valid across different platforms and systems.


*Products, not processes. They are possible solutions.


*Suggestions, not requirements.


Customized to each design context.

What's a signpost?

A point of reference.

What does inflecting an interface mean?

Organizing it to minimize typical navigation.




Place the most frequently desired functions in the most immediate and convenient locations.




Rarely used functions should be removed from the everyday workspace.

Name a few ways to gather information about users?

Direct observation: Interviews and onsite user visits.




Surveys: Can collect information from many users.

What is a persona?

A way of thinking and communicating about how users behave, how they think, what they wish to accomplish, and why.



A persona models the target audience. For each major user group, create a fictional person that captures the most important aspects of the users in that group.

What is Safe Exploration?

When someone feels they can explore an interface without consequences, like annoying popups etc.

What is Instant Gratification?

"I want to accomplish something now, not later!". Don't hide introductory functionality that needs to be read or waited for such as registrations or long sets of instructions.

What is Satisficing?

Making it easier for new users to get accustomed to the UI.




Use calls to action in the interface. Give directions on what to do first: "Type here", "Drag an image here", etc.

What is Deferred Choices?

"I don't want to answer that now, just let me finish!"




Don't accost users with too many upfront choices.


Clearly mark required fields, let users move on without answering optional ones.


Separate important questions from less important ones.

What isHabituation?

Consistency within a UI. This is very important.




"That gesture works everywhere else, why doesn't it work here, too?"

What is Spatial Memory?

We remember where things are. Don't run around changing the position of things within your UI!




"I swear that button was here a minute ago! Where did it go?"

What is Feature, search and Browse?

Three elements on the main page of the site or app:


1. A featured article or product,


2. A search box,


3. A list of items or categories that can be traversed.




Why?


Searching and browsing goes hand in hand as two ways of finding desired items. Features items are useful to help hook the user.

What is Canvas Plus Palette?

Place an iconic palette next to a blank canvas. Palette buttons make things go wild on the canvas!

What is a Wizard?

A way to lead the user through the interface step by step to perform tasks in a prescribed order.




When? Designing a task that is novel (rarely done) for users.




Why? Divide and conquer. By splitting up a task, you effectively simplify it.

What is Alternate Views?

Let the user choose from alternative views that are substantially different from the default view.




Think arranging pictures: just list vs. seeing the actual images.

What is Many Workspaces?

Using multiple top-level tabs, tab groups, and/or windows, so that users can view more than one page, project, file or context simultaneously.

What is Multi-Level Help?

Using a mixture of light- and heavyweight help techniques to support users with varying needs.

Describe Button Groups.

Present related actions as a small clutter of buttons, aligned and with similar graphic treatment.




The primary action (if any) should receive a stronger graphical treatment.

Describe Hover Tools.

Place buttons and other items next to the items they act upon, but hide them until the user hovers the pointer over them.

Describe Action Panel.

Instead of using menus, present a group of related actions on a UI panel that's organized and always visible.

What is Prominent Done Button?

Place the button that finishes a transaction at the end of the visual flow. Make it big and well labeled!

What is Progress Indicator?

Show the user how much progress has been made so far on a time-consuming operation.

What are Signposts?

Features that help users figure out their immediate surroundings.




I.e. page and window titles, page logos, tabs, selection indicators.

What are Clear Entry Points?

Shows the user where to go first.

What is an Escape Hatch?

Well-labeled link to get back to a known place in the UI.

What is The Design Framework?

Defines overall structure of the user experience. This is not a point where you worry about precise matters. No pixel-pushing here, just the big picture!

What is a Key Path Scenario?

An ideal sequence of user behaviors used for testing.

What are Validation Scenarios?

Scenarios that are less likely to occur. "Less important interaction"-testing. Try to poke holes in the design and adjust as necessary.

What is a Ribbon?

An element that combines menus and toolbars into a single unified structure.

What is a Butcon?

An icon that serves as a button.

Which are the four Gestalt Principles?

Proximity: How close things are to each other.




Similarity: Elements might share the same size, shape or color.




Closure: Group things together into simple forms. We like seeing these simple closed forms, such as rectangles and blobs of whitespace.




Continuity: Our eyes want to see continuous lines and curves formed by the alignment of smallerelements.

What is Visual Framework?

Design each page to have the same basic layout, colors, and stylistic elements.

What is Center Stage?

Put the most important part of the UI into the largest subsection of the window.

What is Grid of Equals?

Arrange content items of similar style and importance into a grid.

Describe Titled Sections.

Define separate sections of content by giving each one a visually strong title & separating the sections visually.

Describe Module Tabs.

One module visible at a time.




When? When you have lots of heterogeneous content.

Describe Collapsible Panels.

Place optional material in panels that can be opened and closed by the user.

What is Responsive Disclosure?

Start with minimal UI, guide user through series of steps by showing more of the UI as he/she completes each step.

What is Responsive Enabling?

Start with mostly disabled UI, end with fully enabled, enabling more and more as user fills in data.

What is Liquid Layout?

Resizing the page content to constantly have a filled page.

What is Forgiving Format?

Permit users to enter text in a variety of formats and syntax, and make the application interpret it intelligently.

What is Structured Format?

Set of text fields that reflect the structure of the requested data.




! Only use when users have no reason to deviate from the format.

Describe Fill-in-The-Blanks.

Construct phrases using controls in the text.

What are Input Hints?

Small text below a control, specifying what can be done with it.




I.e. "Your full name will appear on your public profile", under a text field that asks for your name.

Explain List Builder.

Show both the source and the destination lists on the same page. Let the user move items between them, via buttons or drag-and-drop.

What are Same-Page-Error-Messages?

Place the error message on the same page, close to the control that prompted it. (Maybe also at the top of the page).


Describe Two-Panel Selector.

Two side-by-side panels on the interface. First one holds list of items, second one shows content of selected item.

Describe One-Window Drilldown.

Show a list of items in a single window. When the user selects an item from the list, show the details or contents of that items in the window, replacing the list.

Describe List Inlay.

Show item details in the actual list. Allow items to be opened/closed independently from each other.

Describe Thumbnail Grid.

Put list of visually interesting items into a small "multiples" grid of thumbnail images.

What is Pagination?

Break up a very long list into pages, and load them one at a time. Provide controls to navigate. Next, previous, first, and last pages.

Describe Overview Plus Detail.

Overview of the graphic next to a zoomed "detail view".



Why? Deals with complexity. Micro reading/Macro reading. Also, the overview can serve as a "you are here" sign.




What is Affect?

The user's emotional response.

What is Deep Background?

Image or gradient on the page's background that visually recedes behind the foreground content.

Explain Few Hues, Many Values.

Choose at most three major color hues for usage in the interface. Create color palette by using tints/shades of these major colors.

Explain Corner Treatments.

Use curves or diagonals for some of the interface's box corners.

What are Borders that Echo Fonts?

When drawing borders and other lines, use the same color, thickness, and curves used by one of the design's major fonts.

What defines the "shape" (where things go, etc) of a GUI?

The grouping of elements.
Balance (think the line of balance through the scene).
Grid & alignment.

The grouping of elements.


Balance (think the line of balance through the scene).


Grid & alignment.

What are breadcrumbs?

Displaying the whole hierarchical path back to the main page.

What is Illustrated Choices?

Using pictures instead of text to describe available choices.

Describe Shneidermans Golden Rules (there are 8).

http://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/schneidermanGoldenRules.html

Describe Jakob Nielsen's usability heuristics (there are 10).

https://www.nngroup.com/articles/ten-usability-heuristics/

What are preattentive variables, and which ones are there?

 Visual features which operate preattentively: they convey information before the viewer
pays conscious attention.

Visual features which operate preattentively: they convey information before the viewerpays conscious attention.

Describe a typical Interaction Design Process and exemplify activities that are included in this process.

Determine needs and demands (Build personas).




Then, loop this until happy:




Develop different conceptual designs through storyboards & sketching (Based on varying personas)




Build interactive prototypes for communication and analysis.




Evaluate the design based on the prototypes.

Name five things to think of when trying to minimize excise.

Never force the user into a different window to change things in the current window.




Don't force the user to remember where in the file system something is saved.




Don't force the user to resize the window unnecessarily.




Don't let the actions of a user lead to errors.




Don't force a user to repeat his/her personal settings.

Name as many General guidelines as you know (there are 15).

1. Follow users’ mental models.


2. Less is more.


3. Enable users to direct, don’t force them to discuss.


4. Keep tools close at hand.


5. Provide modeless feedback.


6. Design for the probable; provide for the possible.


7. Provide comparisons.


8. Provide direct manipulation and graphical input.


9. Avoid unnecessary reporting.


10. Reflect object and application status.


11. Avoid blank slates.


12. Differentiate between command andconfiguration.


13. Provide choices.


14. Hide ejector seat levers.


15. Optimize for responsiveness; accomodateLatency

Explain Cognitive walkthrough.

The cognitive walkthrough is a usability evaluation method in which one or more evaluators work through a series of tasks and ask a set of questions from the perspective of the user.




The focus of the cognitive walkthrough is on understanding the system's learnability for new or infrequent users.