User Interface Design Principles and Methods

0.0(0)
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/83

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

84 Terms

1
New cards

Interface

User-facing layer that allows them to interact with computers

2
New cards

GUI (Graphical User Interface)

Rely on sense of sight, recognition, recall

3
New cards

CLI (Command Line Interface)

Rely on recall

4
New cards

TUI (Tangible User Interface)

Rely on objects, sight, motion

5
New cards

Touch Interfaces

Rely on touch, sight, recognition, recall

6
New cards

Spoken Interface

Relies on speech and sound

7
New cards

Gesture Interface

Rely on body motion, sight

8
New cards

Spacial interface

Rely on body and motion

9
New cards

Design Process

Needfinding, Ideating, Prototyping, Testing

10
New cards

Needfinding

Observe people, Understand the problem, Define the constraints

11
New cards

Ideating

Create lists of solutions

12
New cards

Prototyping

Low-fi (sketching, paper), Digital (figma), App

13
New cards

Testing

User evaluation

14
New cards

8 Golden Rules

Consistency, Seek universal usability, Informative feedback, Closure, Prevent user error, Allow for easy reversal, Minimize short-term memory load, Keep users in control

15
New cards

Consistency

Similar things should look and act similarly

16
New cards

Inconsistency

Important for things that require attention

17
New cards

Usability

Determines how well a user is able to use a system to accomplish their tasks

18
New cards

Non-usability important dimensions

Functionality, Privacy/security, Overall reception - targeted to the right audience, reliability, uptime

19
New cards

10 Usability Heuristics for UI Design

Visibility of system status, Match with real world, User control and freedom, Consistency, Prevent user errors, Recognition over recall, Flexibility and efficiency, Aesthetic and minimalist design, Help users recover from errors, Help and documentation

20
New cards

What is a slip (in context of learned)?

Failure to correctly execute a learned procedure when intending to perform a specific action.

21
New cards

What are the types of slips?

Capture slip, Description slip, Mode error.

22
New cards

Capture slip

When two actions start the same way

23
New cards

Description slip

When two processes are very similar (high similarity)

24
New cards

Mode error

When same action has different meaning depending on mode (typing password with Caps Lock on)

25
New cards

Mistake

Errors made when a person believes they are taking the correct action, but their judgement or understanding is flawed

26
New cards

User-engaged methods

Participant observation, Interviews, Contextual Inquiry

27
New cards

Participant Observation

Empathize with the people and things that are important to them, Fly on a wall

28
New cards

Interviews

Collect first hand accounts of experiences, opinions, attitudes, perceptions. Ask open ended questions

29
New cards

Contextual Inquiry

Combines observations with self reports (from interviews), Study behavior in context and understand how context impacts interactions

30
New cards

User classes

Target audience groups

31
New cards

When to use Survey?

General public's perception

32
New cards

When to use Experience sampling?

The experience of specific moments in a real-world setting

33
New cards

When to use Contextual inquiry/direct observation?

When observing a specific group of people doing something

34
New cards

Ethnography

Deep, nuanced understanding of a specific culture/group of people

35
New cards

Diary

For understanding long-term behaviors: habits, usage scenarios, attitudes and motivations

36
New cards

Graffiti Walls

Open and collaborative responses with spontaneous expression and creativity

37
New cards

Tasks

Refers to any activity that is usually observable and has a start and end point, towards a goal

38
New cards

Goal

Something a person wants to achieve

39
New cards

Task Analysis

Helps identify what your solution needs to support, Find the simplest, most efficient way to accomplish the tasks

40
New cards

Dark Patterns

UI designs that trick users into doing something they did not intend to do such as buying or signing up for something

41
New cards

Types of Dark Patterns

Nagging, Obstruction, Forced action, Sneaking, Trick questions, Sneak into basket, Roach motel, Privacy Zuckering, Price comparison prevention, Misdirection, Hidden costs, Bait and switch, Confirm shaming, Disguised ads, Forced continuity

42
New cards

Nagging

Ex: turn on notifications

43
New cards

Obstruction

Can't cancel or unsubscribe

44
New cards

Forced action

Cannot proceed without accepting certain things

45
New cards

Trick questions

enter info in a form that you did not intend

46
New cards

Sneak into basket

Site adds something to your shopping cart

47
New cards

Roach motel

Easy to get in, hard to get out

48
New cards

Privacy Zuckering

Tricked into publicly sharing more information about yourself than you intended to

49
New cards

Bait and switch

Start doing one thing but something else happens

50
New cards

Confirm shaming

Guilt the user into doing something

51
New cards

Forced Continuity

Free trial ends and charges credit card silently

52
New cards

Sketching

Design iteration that is quick, timely, cheap, disposable, plentiful

53
New cards

Why do we prototype?

Test interactions before building, Makes prototypes interactive without writing code, Easy to make, test, evaluate, and change

54
New cards

Low fidelity prototypes

Designer sketches with many details missing

55
New cards

High fidelity prototypes

Prototypes that look and feel more like the final product

56
New cards

Low fidelity Prototypes

Sketching and storyboarding, Paper prototyping, Wizard of Oz prototyping, Video prototyping

57
New cards

Wizard of Oz prototyping

Where user interacts with a computer system they believe to be autonomous but actually being operated/partially operated by unseen human.

58
New cards

Visual design

Graphic design, including decisions about colors, fonts, and white space.

59
New cards

Mental models

Beliefs people form about how systems work based on past experiences, assumptions, and knowledge.

60
New cards

5 visual design principles in UX

Balance, Golden ratio, Scale, Contrast, Visual hierarchy.

61
New cards

Balance

Equally distributed amount of visual signal on both sides of an imaginary axis.

62
New cards

Golden ratio

a/b = (a+b)/a where a is larger than b.

63
New cards

Scale

Using relative size to signal importance and rank in a composition.

64
New cards

Contrast

Juxtaposition of visually dissimilar elements in order to convey the fact that these elements are different.

65
New cards

Visual hierarchy

Guiding the eye on the page so that it attends to design elements in the order of their importance.

66
New cards

Gestalt principles

Capture our tendency to perceive the whole as opposed to the individual elements.

67
New cards

Proximity

Objects placed together are perceived as a group.

68
New cards

Similarity

When items share superficial characteristics, we perceive them as grouped.

69
New cards

Continuity

Elements present in a line or curve are perceived to be related.

70
New cards

Closure

Even incomplete objects are perceived as whole.

71
New cards

Symmetry

humans tend to see visual elements as grouped when they are arranged symmetrically.

72
New cards

Gulf of execution

The difference between the user's intentions and allowable actions.

73
New cards

Gulf of evaluation

The amount of effort that the person must exert to interpret the state of the system and to determine how well their expectations and intentions have been met.

74
New cards

Miller's Law

The average person can hold 7 ± 2 items in their working memory at a time.

75
New cards

Chunking

Breaking content into smaller units to make it easier to process.

76
New cards

Hick's Law

The time it takes to make a decision increases as the number of options increase.

77
New cards

Fitt's Law

Models time to acquire targets in aimed movement, such as clicking on icons using a mouse.

78
New cards

Scientific method

Form hypothesis, collect data, analyze data, accept or reject hypothesis.

79
New cards

Hypothesis

Precise problem statement that can be tested with an empirical investigation.

80
New cards

Null hypothesis

Typically states that there is no difference between experimental treatments.

81
New cards

Independent variables or factors

The factors you are interested in studying or the possible 'cause' of the change.

82
New cards

Dependent variables

The outcome or effect that you are interested in.

83
New cards

Levels/conditions

Values an independent variable can assume.

84
New cards

Confounding variables

Any unaccounted for factors that could explain your results.