User Interface Design Exam
Study online at https://quizlet.com/_7hwdm5
1. Human Computer Interaction: How humans use computers to complete tasks. Multidisciplinary
across physch, eng, design etc.
2. Interface: The part of a system the user interacts with to complete the desired task - screen/ mouse
3. HCI System build process: Waterfall - req gather, task analysis, design, implment, evaluate
4. Types of prototypes: native, low fidelity, high fidelity
5. native prototype: code and build
6. low fidelity: sketch/ paper protytpe
7. high fidelity: design online with mock up tool
8. evaluation techniques: schnidermans 8 golden rules, nielsons heuristic evaluation, usability tests
9. Usability: a quality attribute of a system. Made up of 3 principles, effectiveness, efficiency, satisfaction
10. effectiveness: how accurately a user can complete a task
11. efficiency: how fast a user can complete the task
12. satisfaction: how comfortable and happy the user is with the task process
13. User centered design: We put the user first and design for their need, rather than putting the tech first
and basing the software around its capabilties
14. Discoverability: How the user interacts and discovers new features of the system. Made of 5 key principles
15. 5 discoveribility principles: affordance, signifiers, mapping, contraints, feedback
16. affordance: physical elements afford to be used in certain ways and afford/communciate such uses. eg button
clicked , knob twisted
17. signifiers: help to communicate the affordance and use of elements - eg pull door or push door when
affordance is not clear. can be labels/images etc
18. constraints: used to limit the affordance of behaviour of interfaces, as well as reduce errors by the user. eg
if only option can be displayed, the other shall be greyed out. Or to stop data reduncies pre determined lists will be
given to the user to select from
19. feedback: communicates to the use that an action has been completed. should be immediate and insightful
20. mapping: this is the relationship between elements. should be natural and reduce cognition . eg up button
next to up label
21. conceptual model: all systems have a conceptual model of how to use them. this is the true manual of
how the features can be used. eg a manual
22. mental model: is how the user understands a system to work, can be differnet to designers and actual
model. systems should be as close to the mental model of its users as possible to reduce cognition reauired
23. cognitive load: amount of effort required to perform a task
1/6
, User Interface Design Exam
Study online at https://quizlet.com/_7hwdm5
24. external cognition: using external options to reduce the cognitive load. eg external, computer, annotate.
computer eg calc, external eg calc, annotate, mark up on word
25. cognition process: attention, recognition, memory, learning
26. types of memory: short term, long term, sensory
27. sensory memory: see, feel , hear. very short memory span
28. Data gathering types: user analysis (who), task analysis (whats goal) domain analysis ( what similar
products exist)
29. ways to gather data: focus groups, itnerview, company reports, observe, reserach similar products
30. observation types: passive - watch users, active- question users througout
31. focus group: use faciliator and invite key stakeholders to question
32. interview types: pre determined questions or open interview, structured or unstructured
33. info to collect on system users: demographics, digital ability, culture, mental model
34. personas: help create stories around users, UCD tool, communicats needs
35. scenarios: narrative to help understand a systems goal...tom comes to uni each day and logs in then opens
word to type essay
36. task analysis: used to list what users do step by step
37. hierachial task analysis: used to list intiial goal then break down steps into sub steps and processes.
38. Normans 7 stages: 1. form goal
2. plan action
3. specifiy action sequence
4. performe action
5. perceience state change
6. interpret state change
7. evaluate task completion against goal
39. Gulf of evaluation: Used to interpret the action taken. IE analyse feedback and state change to see if my
actions were correct in completing the task
40. Gulf of execution: Used to interpret how a product works. discoveriblity and visibility of the system - how
the user understands a task wil be completed
41. Navigation: How users find information on a site by navigating thru pages..where am i and what can i do
here?
42. 4 types of navigation: structural, associative, contextual, utility
2/6
Study online at https://quizlet.com/_7hwdm5
1. Human Computer Interaction: How humans use computers to complete tasks. Multidisciplinary
across physch, eng, design etc.
2. Interface: The part of a system the user interacts with to complete the desired task - screen/ mouse
3. HCI System build process: Waterfall - req gather, task analysis, design, implment, evaluate
4. Types of prototypes: native, low fidelity, high fidelity
5. native prototype: code and build
6. low fidelity: sketch/ paper protytpe
7. high fidelity: design online with mock up tool
8. evaluation techniques: schnidermans 8 golden rules, nielsons heuristic evaluation, usability tests
9. Usability: a quality attribute of a system. Made up of 3 principles, effectiveness, efficiency, satisfaction
10. effectiveness: how accurately a user can complete a task
11. efficiency: how fast a user can complete the task
12. satisfaction: how comfortable and happy the user is with the task process
13. User centered design: We put the user first and design for their need, rather than putting the tech first
and basing the software around its capabilties
14. Discoverability: How the user interacts and discovers new features of the system. Made of 5 key principles
15. 5 discoveribility principles: affordance, signifiers, mapping, contraints, feedback
16. affordance: physical elements afford to be used in certain ways and afford/communciate such uses. eg button
clicked , knob twisted
17. signifiers: help to communicate the affordance and use of elements - eg pull door or push door when
affordance is not clear. can be labels/images etc
18. constraints: used to limit the affordance of behaviour of interfaces, as well as reduce errors by the user. eg
if only option can be displayed, the other shall be greyed out. Or to stop data reduncies pre determined lists will be
given to the user to select from
19. feedback: communicates to the use that an action has been completed. should be immediate and insightful
20. mapping: this is the relationship between elements. should be natural and reduce cognition . eg up button
next to up label
21. conceptual model: all systems have a conceptual model of how to use them. this is the true manual of
how the features can be used. eg a manual
22. mental model: is how the user understands a system to work, can be differnet to designers and actual
model. systems should be as close to the mental model of its users as possible to reduce cognition reauired
23. cognitive load: amount of effort required to perform a task
1/6
, User Interface Design Exam
Study online at https://quizlet.com/_7hwdm5
24. external cognition: using external options to reduce the cognitive load. eg external, computer, annotate.
computer eg calc, external eg calc, annotate, mark up on word
25. cognition process: attention, recognition, memory, learning
26. types of memory: short term, long term, sensory
27. sensory memory: see, feel , hear. very short memory span
28. Data gathering types: user analysis (who), task analysis (whats goal) domain analysis ( what similar
products exist)
29. ways to gather data: focus groups, itnerview, company reports, observe, reserach similar products
30. observation types: passive - watch users, active- question users througout
31. focus group: use faciliator and invite key stakeholders to question
32. interview types: pre determined questions or open interview, structured or unstructured
33. info to collect on system users: demographics, digital ability, culture, mental model
34. personas: help create stories around users, UCD tool, communicats needs
35. scenarios: narrative to help understand a systems goal...tom comes to uni each day and logs in then opens
word to type essay
36. task analysis: used to list what users do step by step
37. hierachial task analysis: used to list intiial goal then break down steps into sub steps and processes.
38. Normans 7 stages: 1. form goal
2. plan action
3. specifiy action sequence
4. performe action
5. perceience state change
6. interpret state change
7. evaluate task completion against goal
39. Gulf of evaluation: Used to interpret the action taken. IE analyse feedback and state change to see if my
actions were correct in completing the task
40. Gulf of execution: Used to interpret how a product works. discoveriblity and visibility of the system - how
the user understands a task wil be completed
41. Navigation: How users find information on a site by navigating thru pages..where am i and what can i do
here?
42. 4 types of navigation: structural, associative, contextual, utility
2/6