1Direct manipulation
Feeling like you control the object itself
2Desktop metaphor
Computer files and folders act like real ones on a desk
3Invisible interface
One you don't notice, so you focus only on the task
4Two parts of directness (Hutchins, Hollan, Norman)
Distance and direct engagement
5Semantic distance
How hard it is to know what to do
6Articulatory distance
How hard it is to do it
7Direct engagement
Feeling like you're handling the objects, not the computer
8Two ways an interface becomes invisible
Learning and design
9Why isn't invisibility by learning enough?
Users won't spend long learning our interfaces
10Affordance
The look shows how to use it
115 tips for invisible interfaces
Affordances, know your user, differentiate your user, let the interface teach, talk to your user
12Three human systems
Input, processing, output
13Design rule about color
Never rely on color alone
14Haptic feedback
Touch feedback that only the user feels
15Three kinds of memory
Perceptual store, short-term, long-term
16Parts of the Baddeley and Hitch model
Visuospatial sketchpad, phonological loop, episodic buffer, central executive
17How much can short-term memory hold?
4 to 5 chunks
18Chunking
Grouping info into one unit
19Which is easier, recognition or recall?
Recognition
20Procedural vs. declarative knowledge
Knowing how vs. knowing facts
21Cognitive load
How much mental effort a task uses
22Motor system
What users can physically do, like precision
23Biggest design mistake
Designing before understanding users
24Second biggest design mistake
Picking one idea too early
25Problem space vs. design space
The problem vs. all possible solutions
26Why brainstorm individually first?
Groups agree too early
27Thompson's four group blockers
Social loafing, conformity, production blocking, performance matching
28Osborn's 4 rules
Expressiveness, nonevaluation, quantity, building
29Persona
A made-up character representing a user
30User profiles
Lists of user traits that map all your users
31Timeline
A persona stretched over time
32Scenarios and storyboards
Specific situations, good for edge cases
33User modeling
Comparing designs objectively with task analysis
34Goal after brainstorming
Narrow to 3 or 4 ideas to prototype
35Fidelity
How complete a prototype is
36Main prototyping tradeoff
Low-fi is easy to change; high-fi is detailed
37Horizontal prototype
Whole design, shallow
38Vertical prototype
One part, deep detail
39Verbal prototype
Describing the design out loud
40Paper prototype
Interface drawn on paper
41Card prototype
One screen per card to simulate use
42Wizard of Oz prototype
A hidden person acts as the system
43Wireframe
A detailed digital mockup
44Physical prototype
A 3D model that doesn't have to work
45Multi-level prototyping
Different parts at different fidelities