1Affordance
Design hints how to use it (handle = pull)
2Signifier
A cue showing how to use it ("Push" sign)
3Mapping
Clear what a control will do (stove dial icons)
4Affordance vs. mapping
How to use it vs. what it does
5Perceptibility
User can see the system's state
6Equity
Same experience for all users
7Norman's 4 constraints
Physical, cultural, semantic, logical
85 learnability principles
Predictability, synthesizability, familiarity, generalizability, consistency
9Synthesizability
User can see how they got here (undo history)
10Good representations
Show relationships, cut extra details, show constraints
11Rapid (steep) learning curve
Learn fast with little experience (good)
12Slip
Right idea, wrong action
13Mistake
Wrong idea, wrong action
14Action-based vs. memory lapse slip
Wrong action vs. forgot an action
15Rule-based vs. knowledge-based mistake
Wrong decision vs. misread the situation
16Learned helplessness
User gives up because nothing works
17Expert blind spot
Experts forget what novices don't know
18GOMS
Goals, Operators, Methods, Selection rules
19Operators (GOMS)
Smallest actions
20Selection rules
How the user picks a method
21GOMS weakness
Assumes experts; ignores errors
22KLM
Add up action times to predict task time
23CMN-GOMS
GOMS with a goal hierarchy
24NGOMSL
GOMS in plain language
25Cognitive task analysis
Studies the user's thinking (memory, attention)
26CTA weaknesses
Slow, ignores context, bad for novices
27Hierarchical task analysis
Break tasks into smaller subtasks
283 types of evaluation
Qualitative, empirical, predictive
29Reliability vs. validity
Consistent vs. accurate
30Generalizability
Results apply to others
31Formative vs. summative
Improve the design vs. prove the result
325 things to evaluate
Efficiency, accuracy, learnability, memorability, satisfaction
33Think-aloud vs. post-event
Talk while using vs. feedback after
34Between vs. within subjects
One treatment each vs. all treatments each
35Statistically significant
Under 5% chance it's random
36Nominal or ordinal data test
Chi-squared
37Intervalatio data, 2 groups
t-test
38Intervalatio data, 3+ groups
ANOVA
39Binomial test
Success or fail data
40Type I error
False positive
41Heuristic evaluation
Experts check against design rules
42Cognitive walkthrough
Step through tasks as a novice
43Confounding variable
Changes with the IV and muddies results
44Internal vs. external validity
Caused by the IV vs. applies to the real world
45Order effects
Earlier conditions affect later ones
46Counterbalancing
Mix up the order of conditions
47Latin square
Each condition once in each position
48Heuristic evaluation key finding
One evaluator misses most problems; use 3–5
49Heuristic evaluation pros and cons
Cheap and fast, but gives no fixes
50Cognitive walkthrough focus
Learning by exploring
51Theory behind cognitive walkthrough
CE+ theory