1/19
Name | Mastery | Learn | Test | Matching | Spaced | Call with Kai | Chat |
|---|
No analytics yet
Send a link to your students to track their progress
Visibility of system status
The design should always keep users informed of what is happening, with appropriate feedback within a reasonable time.
Match between system and the real world
The system should be able to speak the users' language, using words, phrases, and concepts familiar to the user rather than system oriented terms.
User control and freedom
If users often perform actions on accident. Then they would need a clearly marked button or something to leave the state that they don’t want to be in without needing to have to go through an extended process.
Consistency and standards
The users shouldn’t have to wonder whether different actions or words mean the same thing or not.
Internal consistency
Maintaining the same-ish design rules, layouts, terminology, and visual cues within the same application or product family.
External consistency
Following standard rules across major computer systems and programs to make it similar for users to figure out things.
Error prevention
A careful design that makes sure everything is valid and prevents a problem from occurring in the first place is better than good error messages. Remove risky setups entirely, or ask users for confirmation before finalising their action.
Recognition rather than recall
Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the interface to another.
Flexibility and efficiency of use
Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the interface to another.
Aesthetic and minimalist design
Interface should not contain useless and irrelevant information. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility.
Helps users recognize, diagnose, and recover from errors
Any error messages should be shown in plain language that is easy for users to understand and it should suggest users ways to recover from that error.
Help and documentation
Though it is generally better if the system can be used without documentation, it could be necessary to provide help in the documentation. For example, information should be easy to find to help users focus on their task(s).
Capture errors
Happens when a frequently performed sequence of actions takes over a less frequent, intended sequence because they share the same initial steps.
Spatial memory
The part of memory that is responsible for recording information about one's environment and structural orientation.
Response time
The time it takes by system to react to a user input.
Usability
Usability is a measure of how easy, effective, efficient, and enjoyable a user interface is to interact with.
Short term memory
Holding a small amount of information in an active, readily available state.
Users and tasks
Users mean knowing their skill levels and goals and tasks involve breaking down the step-by-step goals users need to accomplish within the system or programme.
Fitt’s Law
Projects human movements showing that the time needed to move to a target area is a function of the ratio between the distance to the target and the width of the target.
Commensurate effort
The amount of effort needed from a user to perform an action should be proportional to the value or impact of that action.