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UNDERSTAND DESIGN RULES FOR INTERACTIVE SYSTEM - Coggle Diagram
UNDERSTAND DESIGN RULES FOR INTERACTIVE SYSTEM
Learn ability
Concerns the features of the interactive system that allow novice users to understand how to use it initially and then how to attain a maximal level of performance
Predictability - Support for the user to determine the effect of future action based on past interaction history
Synthesizability - Support for the user to assess the effect of past operations on the current state
Familiarity - The extent to which a user’s knowledge and experience in other real-world or computer-based domains
Generalizability - Support for the user to extend knowledge of specific interaction
Consistency - Likeness in input-output behaviour arising from similar situations or similar task objectives
Flexibility
the multiplicity of ways in which the end-user and the system exchange information
Dialog initiative - ways in which the user and the system exchange information
Multi-threading - ability of system to support user interaction for several tasks at the time
Task migratability - passing responsibility for task execution between user and system
Substitutivity - allow equivalent values of input and output to be substituted for each other
Customizability - modifiability of the user interface by the user (adaptability) or system (adaptivity)
Robustness
Covers features that support the successful achievement and assessment of the goals
Recoverability - ability of the user to correct a recognized error
Responsiveness - the user perceives the rate of communication with the system
Observability - ability of the user to evaluate the internal state of the system
Task conformance - degree to which system services support all of the user's tasks
Schneiderman’s Eight Golden Rules Of Interface Design
Strive for consistency - action sequences, layout, terminology, command use and so on
Enable frequent users to use shortcuts - use shortcuts, such as abbreviations, special key sequences and macros, to perform regular, familiar actions more quickly
Offer Informative Feedback - for every user action, at a level appropriate to the magnitude of the action
Design Dialogs To Yield Closure - the user knows when they have completed a task.
Offer Error Prevention and Simple Error Handling - prevented from making mistakes and, if they do, they are offered clear and informative instructions to enable them to recover
Permit Easy Reversal of Actions - relieve anxiety and encourage exploration, since the user knows that he can always return to the previous state
Support Internal Locus of Control - user is in control of the system, which responds to his actions
Reduce Short Term Memory Load - keeping display simple, consolidating multiple page displays and providing time for learning action sequences