CEN 3721 ACTUAL TIPS ANSWERS AND QUESTIONS
SET A+
✔✔How to design Beginner: - ✔✔Beginners rely heavily on
menus to learn and execute commands
* Menus tend to be thorough and verbose
* Dialog boxes should be briefly explanatory,
but brief and without technical jargon
✔✔How to design intermediate: - ✔✔intermediates need access to tools. They don't
need scope and purpose explained to them because they already know these things.
✔✔How to design expert: - ✔✔Experts might occasionally look for esoteric features,
and they might make heavy use of a few of them. However, they will definitely demand
faster access to their reg- ular working set of tools, which may be quite large. In other
words, experts want shortcuts to everything.
✔✔ - ✔✔
✔✔ - ✔✔
✔✔6 usability goals - ✔✔-Effective to use
-Efficient to use
-Safe to use
-Has good utility
-Easy to learn
-Easy to remember how to use
✔✔5 Design Principles - ✔✔- Visibility: Are the functions/features working properly?
- Feedback: Tells user what they just did (Confirming)
- Constraints: Restricting the kinds of interactions
- Consistency: Interface has similar operations for similar tasks
, - Affordance: Attributes of an object that allows people to know how to use it (Icons to
click)
✔✔Cognitive processes, how we perceive and related design implications
(presentations slides & Designing with the Mind in Mind textbook) - ✔✔
✔✔CRUM/6 approaches to modeling the mind - ✔✔Logic
Rules
Concepts
Analogies
Images
Neural connections
✔✔4 basic activities involved in interaction design - ✔✔1. Identifying needs and
establishing requirements for the user experiences
2. Developing alternative designs
3. Building interactive prototypes that can be communicated and assessed
4. Evaluating what is being throughout the process.
✔✔Short-term and Long-term memory and related design implications (presentation
slides & Designing with the Mind in Mind textbook) - ✔✔Short term: Combo of
phenomena arising from perception and attention.
Long term: No one knows what the capacity is/Plays a role through activation of
recognition and recall.
Design implications: User interfaces should help people remember essential information
from one moment to the next.
✔✔Gestalt - ✔✔Focuses on the mind's perceptive processes. "A way a thing has been
placed, or put together." "Form/Shape."
✔✔Visual structure and design implications (presentation slides & Designing with the
Mind in Mind textbook) - ✔✔* When people are navigating through
software or Web sites, they scan quickly for relevant information
* The more structured and terse the
presentation of information, the more quickly and easily people can scan and
comprehend.
✔✔Goals and Tasks (About Face textbook and presentation slides) - ✔✔Goal: an
expectation of an end condition
Task: intermediate steps that help you reach a goal or set of goals.
✔✔Goal-directed design and conceptual models (About Face textbook and presentation
slides) - ✔✔If we design and construct products
that allow the user to achieve their goals, the
user will be satisfied, effective, and happy.
SET A+
✔✔How to design Beginner: - ✔✔Beginners rely heavily on
menus to learn and execute commands
* Menus tend to be thorough and verbose
* Dialog boxes should be briefly explanatory,
but brief and without technical jargon
✔✔How to design intermediate: - ✔✔intermediates need access to tools. They don't
need scope and purpose explained to them because they already know these things.
✔✔How to design expert: - ✔✔Experts might occasionally look for esoteric features,
and they might make heavy use of a few of them. However, they will definitely demand
faster access to their reg- ular working set of tools, which may be quite large. In other
words, experts want shortcuts to everything.
✔✔ - ✔✔
✔✔ - ✔✔
✔✔6 usability goals - ✔✔-Effective to use
-Efficient to use
-Safe to use
-Has good utility
-Easy to learn
-Easy to remember how to use
✔✔5 Design Principles - ✔✔- Visibility: Are the functions/features working properly?
- Feedback: Tells user what they just did (Confirming)
- Constraints: Restricting the kinds of interactions
- Consistency: Interface has similar operations for similar tasks
, - Affordance: Attributes of an object that allows people to know how to use it (Icons to
click)
✔✔Cognitive processes, how we perceive and related design implications
(presentations slides & Designing with the Mind in Mind textbook) - ✔✔
✔✔CRUM/6 approaches to modeling the mind - ✔✔Logic
Rules
Concepts
Analogies
Images
Neural connections
✔✔4 basic activities involved in interaction design - ✔✔1. Identifying needs and
establishing requirements for the user experiences
2. Developing alternative designs
3. Building interactive prototypes that can be communicated and assessed
4. Evaluating what is being throughout the process.
✔✔Short-term and Long-term memory and related design implications (presentation
slides & Designing with the Mind in Mind textbook) - ✔✔Short term: Combo of
phenomena arising from perception and attention.
Long term: No one knows what the capacity is/Plays a role through activation of
recognition and recall.
Design implications: User interfaces should help people remember essential information
from one moment to the next.
✔✔Gestalt - ✔✔Focuses on the mind's perceptive processes. "A way a thing has been
placed, or put together." "Form/Shape."
✔✔Visual structure and design implications (presentation slides & Designing with the
Mind in Mind textbook) - ✔✔* When people are navigating through
software or Web sites, they scan quickly for relevant information
* The more structured and terse the
presentation of information, the more quickly and easily people can scan and
comprehend.
✔✔Goals and Tasks (About Face textbook and presentation slides) - ✔✔Goal: an
expectation of an end condition
Task: intermediate steps that help you reach a goal or set of goals.
✔✔Goal-directed design and conceptual models (About Face textbook and presentation
slides) - ✔✔If we design and construct products
that allow the user to achieve their goals, the
user will be satisfied, effective, and happy.