HCIL MIDTERM

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81 Terms

1
Interaction design
focuses on creating engaging interfaces with well thought out behaviors
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Visibility
Users should easily see what actions are possible and what the current state of the system is
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Feedback
Immediate and informative feedback should be provided for every action so that users know the result
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Consistency
Interface elements should behave in a predictable manner. It helps users learn and adapt quickly
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Affordance
Objects should suggest how they can be interacted with. For example, buttons should look like they can be clicked
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Constraints
Limiting the range of user actions helps prevent errors. For example, graying out options that aren't available
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Error Prevention & Recovery
Good design should prevent errors from occurring, but when they do, it should help users recover easily with clear messages or undo options
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Information architecture
involves organizing and structuring content in a way that makes it easily accessible and understandable to users. The goal is to help users find the information they need quickly and efficiently
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Hierarchy
Arrange content in a clear hierarchy, from general to specific
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Labels
Use familiar and intuitive labels for navigation menus and categories
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Search and Filter Options
Provide effective search tools and filtering to help users locate specific information quickly
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Simplicity
Keep navigation simple and not overwhelming with too many options
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User Flow
Design the navigation to follow logical paths that align with user goals, guiding them smoothly from one step to the next
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14
Low fidelity prototypes
are simple, rough representations of a product. They are used to communicate design concepts without going into detail
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Purpose
The main goal of low fidelity wireframes is to map out key features and user flow. They focus on structure, layout, and functionality, not on visual details
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Speed
Low fidelity wireframes are created quickly using simple tools such as pen and paper or basic software like Balsamiq or Figma
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Collaboration
These prototypes encourage feedback early in the design process from stakeholders and users, as they are easier to modify
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Content Placement
They include placeholders for content (e.g., headlines, images, buttons) to define the basic structure of the interface without finalizing details
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Define User Goals
Begin by understanding what the user is trying to achieve when interacting with your product
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Sketch Ideas
Sketch rough ideas of key screens. Focus on layout and functionality rather than aesthetic details
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Map User Flows
Create flowcharts or wireframes to visualize the path users take to accomplish tasks. Ensure that the navigation is intuitive
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Iterate
Based on feedback from users or team members, quickly make changes and adjustments. Since it's low
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Test with Users

Even low-fidelity prototypes can be tested with users to get early feedback on usability and navigation. This helps identify potential issues before investing too much in the final design

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Interaction design patterns
are reusable solutions to common problems or challenges in user interface (UI) and user experience (UX) design
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Navigation Patterns
help users understand where they are and where they can go within a digital product
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Breadcrumbs
Show the user’s current location within the app or site hierarchy
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Hamburger Menu
A hidden menu that expands when clicked, often used in mobile apps
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Tab Navigation
Divides content into multiple sections or views, allowing users to switch between them
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Form Patterns
are essential for collecting information from users, and the design of forms can significantly impact usability
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Wizard (Multi step Form)

Breaks a long form into smaller, manageable steps

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Inline Validation

Provides real-time feedback to the user as they fill out form fields, immediately highlighting errors or success

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Dropdown with Search
For large sets of options, a searchable dropdown helps users quickly find the correct one
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Feedback Patterns
provide users with immediate responses to their actions to indicate whether they are on the right track
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Notifications
Brief messages that inform the user of changes, updates, or errors
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Progress Bars
Indicate the completion status of a task or action, providing feedback and setting user expectations
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Modal Dialogs

Temporary pop ups that require user action, used for important tasks like confirmation or warning

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Content Organization Patterns
Organizing content in a way that makes it easy to find and interact with is critical for usability
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Accordion
Allows users to expand or collapse sections of content, reducing information overload
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Card Layout
Uses cards to organize related information into small, digestible pieces, often used in dashboards or content grids
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Pagination
Breaks long lists or content into pages, making it easier to navigate large datasets
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Action Patterns
guide users through interactions or tasks within the interface
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Call to Action Buttons
Prominently placed buttons that encourage users to take the next step (e.g., "Sign Up," "Buy Now")
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Drag and Drop
Allows users to move items around the interface, commonly used in file uploads or reordering lists
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Undo/Redo
Provides users the option to reverse or reapply actions, ensuring they feel safe making changes
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Streamlined purchasing

Amazon’s One-Click Checkout

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Undo/Redo
Gmail’s Undo Send
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Drag and drop
Spotify’s Playlist Management
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Card layout + Drag and drop

Trello’s Card Layout

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Infinite Scrolling
Facebook’s Infinite Scroll
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Consistency
Patterns ensure that users encounter familiar elements across different parts of the interface, reducing confusion
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Efficiency
Designers save time by reusing proven solutions instead of creating new ones from scratch
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User friendly

Patterns are tested and validated, meaning they likely meet user expectations, resulting in better experiences

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Scalability

Well designed patterns are adaptable across different devices, screen sizes, and contexts

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54
Figma

is a cloud-based design and prototyping tool primarily used for user interface (UI) and user experience (UX) design

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Design Tools

Figma offers vector-based design tools, which allow designers to create scalable graphics, icons, and layouts

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Prototyping
Designers can link different frames and pages together to create interactive prototypes. This helps in visualizing how a design will function once it's implemented
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Collaboration

Multiple users can work together on a design in real-time, offering feedback, suggestions, and even edits. Comments can be added directly to the designs

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Cross Platform

Since it's cloud-based, Figma can be used on different operating systems like Windows, macOS, and even directly in the browser, which sets it apart from many other design tools that require dedicated apps

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Version Control
Figma allows designers to track changes and maintain version control, so teams can always revert to an earlier version of the design if needed
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Design Systems
It supports reusable components, styles, and shared libraries, which is essential for maintaining consistency across large scale projects.
Interaction design
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Interaction designers
seek to create seamless experiences for users with interfaces across all device types and platforms
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Visibility
the more visible a design element is, the easier it is for users to know and use it. This principle asks designers to prioritize what users need to see in order to achieve their goals and make those elements as clear, visible, and accessible as possible
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Feedback
refers to when a design acknowledges a user’s action and makes clear the process that has been completed, conveying the results of the interaction in a clear and understandable way
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Consistency
it requires designers to incorporate similar elements and interactions into their designs to improve findability and recognition, reduce the user’s cognitive load, and promote familiarity. Uniformity should be maintained across all versions of the interface, whether viewed on a tablet, laptop, or smartphone
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Affordance
in interaction design is when users are directed or given an indication of how to use an item or object. With this in mind, the interaction designer designs objects with specific properties, characteristics, functional cues, or visual cues that imply how they can or should be used, usually without any additional instructions
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Learnability
is an important element of interaction design and refers to the ease with which users can understand, accomplish, and become proficient in using a system or interface when they first encounter it
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Flexibility
principle in interaction design focuses on providing users with options on an interface that enables them to tailor their experience to better meet their needs
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User control
Great user experiences are defined by giving users the feeling of control over the interface they are interacting with. What this often means in practice is enabling them to correct mistakes or change their minds about decisions without consequence
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Simplicity
With the goal of creating seamless, uncluttered interfaces that are easy to interact with, the simplicity principle in interaction design is key to creating positive user experiences, particularly for those with less technological experience or who are new to a website or app
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Accessibility
in interaction design refers to the creation of interfaces that individuals of all abilities can use and enjoy. To create inclusive experiences for every user, designers need to take into consideration how users with visual, auditory, motor, and cognitive impairments can interact with the interface and enable features to assist them
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Error prevention and recovery
This refers to anticipating and mitigating user errors that might occur while interacting with the interface, reducing the impact of those errors, and supporting users in their recovery from the same
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Information Architecture
it is the art and science of developing structures and organization to present data and information
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Findability
refers to how easily users can locate information, products, or services within a website, application, or search engine. Users can find the information they’re looking for
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Navigation
System or process that allows users to move through a website, app, or other digital platforms to find information, products, or features. Users know where they are or easily locate what they need without confusion or frustration
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User Experience
refers to the feeling users experience when using a product, application, system, or service
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Usability
It refers to the ease with which users can interact with a product, system, or interface to achieve their goals effectively, efficiently, and satisfactorily
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Low fidelity prototype
is a simple diagram of an early
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Paper prototypes
involves sketching basic user interfaces onto a piece of paper or a whiteboard. Designers and key stakeholders use these low
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Wireframes
uses simple blueprints of digital screens to capture basic layouts and content hierarchy. It can also show user interactions in a user flow, which can be helpful for usability testing
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Low fidelity prototypes

capture design ideas in rough whiteboard sketches or simple wireframes.

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High fidelity prototypes

have the look and feel of a finished product, with interaction designs that are practically pixel perfect they may include animations and clickable screens.

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