- Bad design ignores how people actually use things (the confusing vending machine, voice-mail system).
- HCI: the design, evaluation and implementation of interactive computing systems for human use, and the study of the phenomena around them.
- Interaction design: designing interactive products to support the way people communicate and interact in their everyday and working lives.
- Interaction design is the umbrella; HCI, UX, human factors, cognitive ergonomics and others overlap with it.
- User experience (UX): how a product behaves and is used by people in the real world: how they FEEL about it. You can’t design a UX, only design FOR one.
🎯 How this can come up · 1 question
Designers can design a user experience directly.
False. They design for a user experience.
- Accessibility: how far a product can be used by as many people as possible (including people with disabilities). Inclusiveness: being fair, open and equal to everyone.
- Process: discover requirements → design alternatives → prototype → evaluate (iteratively, user-centred).
- Usability goals: effective, efficient, safe, having good utility, easy to learn (learnability), easy to remember (memorability).
🎯 How this can come up · 2 questions
"How easy is it to remember how to use a system once learned?" is:
Correct: Memorability.
Preventing users from making serious errors relates to which usability goal?
Correct: Safety.
- UX goals are subjective: desirable (fun, satisfying, engaging) and undesirable (boring, frustrating).
- Norman’s design principles: visibility, feedback, constraints, consistency, affordance (and mapping).
- Visibility: the more visible functions are, the more likely users will know what to do next.
- Feedback: send back information about what action has been done (sound, highlighting, animation).
🎯 How this can come up · 1 question
A button that changes colour and clicks when pressed demonstrates:
Correct: Feedback.
- Constraints: restrict the actions possible at a given moment (greyed-out menu options; physical shape).
🎯 How this can come up · 1 question
Greying out unavailable menu items is an example of:
Correct: Constraints.
- Consistency: similar operations and elements for similar tasks (Ctrl+C everywhere). Internal (within an app) vs. external (across apps/devices).
- Affordance: an attribute of an object that tells people how to use it (a button invites pushing). Real (physical) vs. perceived (on screen).
🎯 How this can come up · 1 question
A door handle that "invites" pulling is an example of:
Correct: Affordance.
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