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Flashcards

Chapters 13-15

Ketlin Rhebok English 18 cards

Cards in this deck (18)

  1. 1Fitts' lawThe time to acquire a target is a function of the distance to and size of the target.
    - Bigger target are easier to select (selection time goes down)
    - Closer by targets are faster to reach
    - Small targets, placed far away from the user's starting position take longest to select.
  2. 2How to design for Fitts' law?- Make click-targets big enough
    - Make the actual click-target at least as large as the visible click-target
    - Checkboxes etc. should accept clicks on their labels as well as on the buttons
    - Leave plenty of space between buttons and links
    - Place important targets near the edge of the screen
    - Display choices in pop-up and pie menus if possible
  3. 3Steering law- predicts the time necessary to steer a pointer (such as a mouse cursor) through a bounded tunnel (e.g. menu, a scroll bar, or slider).
    - The steering time depends on the length and the width of the tunnel: the longer and the narrower the tunnel, the more time will be required to successfully steer through it.”
  4. 4How to design for Steering law?- pull-down menus (walking menus)
    - page rulers (for setting tabs)
  5. 5Responsivenesshow quickly an app acknowledges and indicates acceptance of user input.
    responsive system keeps users informed even when they can't fulfill the task immediately.
    - input was received
    - how long is the action
    - free to do other things at the same time
  6. 6Performancehow quickly it completes a task and displays the final results.
  7. 7Mistakeserrors of conscious decisions; “ Errors of Intention”; faulty mental model; wrong
    understanding.
    E.G. You decide for a route but you end up
    in a traffic jam
  8. 8Slipsunintended errors due to loss of attention, limits of the working memory, habits.
    E.G. Driving back to your old house
    because you were distracted chatting
    to a friend.
  9. 9Capture slipsSequence being executed to another more frequent or better-learned sequence
    e.g. Typing in old phone number
    IN DESIGN:
    - make different tasks noticeably different
    - confirmations
    - avoid overlapping paths
  10. 10Description slipsRight action, wrong object
    e.g. swiping on laptop screen or opening calendar app instead of calculator, bc icons are similar
    IN DESIGN:
    - consistency
    - clearly distinguish objects
  11. 11Data-driven slipsExternal data interferes with attention
    e.g. ads are distracting when you are trying to read the news
    IN DESIGN:
    - guide users towards their goal
  12. 12Loss-of activation slipgoal lost from working-memory
    e.g. going to other room and then forgetting what you wanted
    IN DESIGN:
    - provide memory aids and clear system progress and status
  13. 13Closure slipFinal steps forgotten when goal is achieved
    e.g. forgot card in ATM when money is received
    IN DESIGN:
    - warn users of incompleteness
    - complete task automatically
  14. 14Mode slipright action, wrong system status
    e.g. Video instead of photo
    IN DESIGN:
    - indicate system status clearly
    - go back to normal mode after some time
  15. 15Attention slipmissing an important feature of information presented
    e.g. Booking single vs double room
    IN DESIGN:
    - direct users attention
  16. 16Motor slipbody (fingers, lips, legs, etc.) don't do wgat was intended.
    e.g. Click on wrong link
    IN DESIGN:
    - make interactive parts large
    - put space between targets
    - avoid multi-level menus (pull-right menus)
  17. 17How to minimize the risk of SLIPS?1. Limit the load on the working memory!
    2. Make steps for different task noticably different à capture slips
    3. Prompt users to confirm actions (capture & attention slip)
    4. Clearly distinguish objects or areas having different actions or gestures
    5. Provide memory aids and progress/status feedback (loss of activation, attention slips)
    6. Warn users of incompleteness (closure slip)
    p 266
  18. 18How to minimize the risk of MISTAKES?1. Make sure your conceptual model matches the mental model of your user
    2. Provide clear and correct information
    3. Make sure the user easily understands the information you provide:
    - Visual hierarchy
    - Legibility & Readability; No Geek Speek
    - Respect limits of human attention
    - Support learning
    - Make use of visualizations
    - Warn people of mistakes
    4. Make risky, error-prone operations hard to do
    - Ask for confirmations of task
    - Make cancel the default option
    - Make Ok the harder option (e.g. farther away target)

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Description
Flashcards on Chapters 13-15, created by Ketlin Rhebok on 05/04/2022.
Created by
Ketlin Rhebok · Apr 2022
Updated
May 20, 2022
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