- •What is Iterative Design (iterative approach)? What is the main advantage of this model?
- •What is Feed-Forward (open-loop) design approach?
- •Describe the User-Centered Iterative Design?
- •Describe the User Control and Freedom heuristic? User control and freedom
- •Describe the Help Users Recognize, Diagnose and Recover from Errors heuristic? Help users recognize, diagnose, and recover from errors
- •Describe the Help and Documentation heuristic? Help and documentation
- •What is Accessibility principle?
- •What is Eye-Tracking test?
- •What is lifecycle model? Describe different types of lifecycle model
- •What is attention? What are the design implications for attention?
Describe the Help Users Recognize, Diagnose and Recover from Errors heuristic? Help users recognize, diagnose, and recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Плагины установить дают нам сразу ссылку
Describe the Help and Documentation heuristic? Help and documentation
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
What is Usability Aspect Report (UAR)? Это отчет(report) о программе
Describe each part of the Usability Aspect Report (UAR)? UAR Identifier — <Problem or Good Feature> This should be a unique identifier for the purposes of filing. If more than one person is working on the project or more than one analysis technique is being used, this identifier could contain letters and numbers. For example, if Chris Smith and Jan Koo are both doing an analysis, the identifier might be CS1 or JK75. If both a heuristic evaluation and a think-aloud usability study were used, the identifiers might be HE6 or TA89. Follow the unique identifier with the word "Problem," if the report pertains to a usability problem of the interface, or the words "Good Feature," if it describes an aspect of the interface you feel should be preserved in any redesign.
Succinct description of the usability aspect . This description will be used as the "name" of this UAR when you talk about its relation to other UARs. Make the name as short as possible (about three to five words) but still descriptive and distinguishable from other aspects of the system.
Evidence for the aspect. This is the objective supporting material that justifies your identifying the aspect as worthy of report. This section needs to contain enough information for a reader of this UAR to understand what triggered the report. For an HE report, for instance, this could be an image of a cluttered screen and the heuristic about aesthetics and minimalist design. Or, it could be a list of menu items that do not have keyboard shortcuts and the heuristic about providing shortcuts. In a think-aloud study this is usually what was on the screen (a screen shot or description), what the user did (keystrokes, mouse movements), what the system did in response to any user actions, and what the user said. If you have video annotating or editing capability, it can be a brief animation. Это - объективный материал поддержки, который оправдывает Вашу идентификацию аспекта как достойную отчета.
Explanation of the aspect. This is your interpretation of the evidence. That is, for a think-aloud usability test, why you think what happened, happened, or, for an HE, why you think the aspect was designed the way it was. This can include things like "the button label, XYZ, is a standard programming term, but the user didn't seem to know that term" or "the system was in editing mode, but the user thought it was in run mode because there isn't a noticeable difference between the modes on the screen." (This should be written in a tone that analyzes what happened with the system aspect, NOT in a tone that suggests an evaluation of the developers or of the user.)
Severity of the problem or benefit of the good feature. This is your reasoning about how important it is to either fix this problem or preserve this good feature. This includes how frequently the users will experience this aspect, whether they are likely to learn how it works, whether it will affect new users, casual users, experienced users, etc. Severity or Benefit:
Rating: <number + description. Use Nielson's ratings:
0 = Not a problem: I don't agree that this is a usability problem at all
1 = Cosmetic problem only: need not be fixed unless extra time is available on project
2 = Minor usability problem: fixing this should be given low priority
3 = Major usability problem: important to fix, so should be given high priority
4 = Usability catastrophe: imperative to fix this before product can be released >
Possible solution and potential trade-offs (if the aspect is a problem) the problem might be that there are no keyboard shortcuts for items on a menu in a mail system and you propose CTRL-S for SEND. A design trade-off you should record is that CTRL-S might already be used for another menu item (e.g., SAVE), so all shortcut keys need to be examined before any design changes are made.
Relationship to other usability aspects (if any)
Describe Direct Manipulation Principle? In game (any) objects, Modern GUI elements
Describe the Affordance principle? Give the example Affordances are opportunities to act that are readily apparent to the user. e.g.,
• the handle of a hammer
• pressing the “panic” button
