ITEC 4010 - L8: User Interface Design

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41 Terms

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User Interface (UI)
The part of the system through which users interact, including navigation, input, and output mechanisms.
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User Experience (UX)
The holistic perception of how users feel when using a system, including usability, satisfaction, and effectiveness.
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Navigation Mechanism
UI component that allows users to move through the system, such as menus, buttons, and links.
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Input Mechanism
UI component that allows users to enter data, such as forms, fields, and text boxes.
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Output Mechanism
UI component that presents information to users, such as reports, messages, and feedback screens.
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Usability
The degree to which a system is easy to learn, easy to use, safe, efficient, effective, and satisfying.
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Interaction Design (IxD)
The discipline focusing on the interaction flow between the user and the system over time.
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Product Design
The process concerned with customer needs, market fit, and overall product functionality and experience.
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Content Awareness
The principle that interfaces must clearly show what information is available and where the user is within the system.
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Screen Layout
The structured organization of UI elements on a screen using defined areas such as navigation, content, and status.
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Three-Part Layout A screen layout divided into navigation (top), main work area (middle), and status or help area (bottom).
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Whitespace
The spacing between UI elements that improves readability, reduces clutter, and enhances visual organization.
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Aesthetic Design
The visual style of the interface, including colors, fonts, spacing, and graphical layout.
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Consistency
The use of uniform terminology, styles, layouts, and interaction patterns across the system to improve usability.
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Three-Click Rule
The guideline that users should reach any information or function within three clicks or keystrokes.
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Usage Level
The frequency with which users interact with a system, influencing whether design prioritizes learnability or efficiency.
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Persona
A fictional profile representing a typical system user, including goals, behaviors, and characteristics.
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Use Scenario
A description of how a persona uses the system to complete a task, outlining steps and interactions.
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Interface Structure Diagram (ISD)
A visual map showing screens, forms, reports, and navigation flow between them.
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Interface Standards
A documented set of rules for UI elements such as fonts, colors, terminology, and visual patterns.
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Interface Metaphor
A familiar real-world concept used to guide UI structure and behavior, such as a shopping cart.
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Interface Objects
The system elements a user interacts with, such as buttons, fields, lists, or icons.
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Interface Actions
Operations that users perform on interface objects, such as clicking, dragging, entering text, or selecting.
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Wireframe
A simplified sketch showing the structure and layout of a screen without detailed visuals.
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Mockup
A higher-fidelity visual representation of a screen showing colors, fonts, and design elements.
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Prototype
An interactive or semi-interactive draft of the UI used for testing behavior and usability before full development.
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Evaluation
The process of reviewing and assessing UI design through user feedback, testing, and refinement.
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Usability Testing
A method where users interact with the prototype or system while designers observe and identify improvements.
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Accessibility
The design focus ensuring systems are usable by people with varying abilities, including color-blindness or mobility issues.
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Learnability
The ease with which new users can understand and begin using the system effectively.
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Efficiency
The speed and ease with which frequent users can complete tasks within the system.
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Feedback Messages
Information returned to the user from the system to confirm actions, errors, or required steps.
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Input Validation
The process of checking user input for correctness, ensuring format, length, and type rules are met.
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Report Design
The structure and formatting of system output reports so information is clear, readable, and actionable.
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Error Prevention
UI design focus that reduces opportunities for mistakes, such as disabling unavailable actions or guiding user input.
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User Effort
The amount of cognitive and physical work required from a user to operate the system effectively.
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Minimalist Design
A UI approach emphasizing simplicity, reduced clutter, and clean visuals for easier comprehension.
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Field Formatting
Visual cues that show expected input format, such as date patterns or placeholder text.
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Interface Flow
The logical sequence of screens or interactions a user follows to complete a task.
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High-Frequency User Tools
Shortcuts, widgets, or optimized paths designed for users who perform tasks frequently.
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Low-Frequency User Aids
Tooltips, instructions, and guided workflows designed for infrequent or novice users.

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