Module 4: Design Rules

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32 Terms

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Design Rules

Rules a designer can follow in order to increase the usability of the eventual software product

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Authority

An indication whether or not the rule must be followed in design or whether it is only suggested

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Generality

Whether the rule can be applied to many design situations or whether it is focused on a more limited application situation

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Principles

(Different Types of design rules)
Are abstract design rules, with high generality and low authority.

  • Knowledge of the psych, computational, and sociological aspects of the problem domains and are largely independent of the technology

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Standards

(Different Types of design rules)
Are specific design rules, high in authority and limited in application

  • It carries a much higher level of authority, it is more important that the theory underlying them be correct or sound

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Guidelines

(Different Types of design rules)
Tend to be lower in authority and more general in application

  • It is less abstract and often more technology oriented, but they are also general, it is important for a designer to know what theoretical evidence there is to support them.

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Learnability

(Principles to Support Usability)
The ease with which new users can begin effective interaction and achieve maximal performance.

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Flexibility

(Principles to Support Usability)
The multiplicity of ways the user and system exchange information

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Robustness

(Principles to Support Usability)

The level of support provided the user in determining successful achievement and assessment of goal-directed behaviour.

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Predictability

(Learnability Principles)
Support for the user to determine the affect of future action based on past interaction history

“Operation Visibility”

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Synthesizability

(Learnability Principles)
Support for the user to assess the affect of past operations on the current state

“Immediate/Eventual honesty”

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Familiarity

(Learnability Principles)
The extent to which a user’s knowledge and experience in other real-world or computer based domains can be applied when interacting with a new system.
“Guessability, affordance”

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Generalizability

(Learnability Principles)
Support for the user to extend knowledge of specific interaction within and across applications to other similar situations

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Consistency

(Learnability Principles)

Likeness in input - output behavior arising from similar situations or similar task objectives

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Dialogue Initiative

(Flexibility Principles)

  • Freedom from system imposed constraints on input dialogue

  • System vs user pre-emptiveness

  • (Ex. a dialog box prohibits the user from interacting with the system in any way that does not direct input to the box)

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Multithreading

(Flexibility Principles)

Ability of a system to support user interaction for more than one task at a time

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Task migratability

(Flexibility Principles)
Passing responsibility for task execution between user and system

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Substitutivity

(Flexibility Principles)

  • Allowing equivalent values of input and output to be substituted for each other.

  • Representation multiplicity; equal opportunity

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Customizability

(Flexibility Principles)

  • modifiability of the user interface by user (adaptability) or system (adaptivity)

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Adaptability

(Flexibility Principles - Customizability)
The user’s ability to adjust the form of input and output

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Adaptivity

(Flexibility Principles - Customizability)
Automatic customization of the ui by the system

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Recoverability

(Robustness Principles)

Ability of the user to take corrective action once an error has been recognized

  • forward/backward recovery

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Responsiveness

(Robustness Principles)
How the user perceives the rate of communication with the system

  • system stability

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Task Conformance

(Robustness Principles)

The degree which the system can support all of the user’s tasks

  • task completeness; task adequacy

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Standards

Set by national or international bodies to ensure compliance by a large community of designers. It can apply specifically to either the hardware or the software used to build the interactive system.

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ISO 9241

(Standards)

Defines usability as effectiveness, efficiency, and satisfaction with which users accomplish tasks

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Effectiveness

(Standards)
The accuracy and completeness with which specified users can achieve specified goals in particular environments

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Efficiency

(Standards)
The resources expended in relation to the accuracy and completeness of goals achieved

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Satisfaction

(Standards)

The comfort and acceptability of the work system to its users and other people affected by its use

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Guidelines

Is more suggestive and general than standards

  • Many textbooks and reports full of guidelines

  • Abstract guidelines (principles) and detailed guidelines (style guidelines)

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