Cards (21)

  • Feedback: A response from the system after an action has been done
  • Visibility: The cue for interaction should be obvious and not hidden
  • Constraints: Restricting the possible actions
  • Colour usage: Does it grab attention?
  • Consistency: A comparative relationship between two interface elements
  • Size: How big is it compared to other elements?
  • Greying out: A way to limit user's choices by making them less prominent
  • Visual metaphors: Symbols or elements used to represent concepts or actions in a GUI
  • Consistency of appearance: Ensuring elements look the same across the interface
  • Consistency: Making things easy to learn and remember by ensuring similar behaviors have similar appearances and different behaviors have different appearances
  • Internal consistency: Designing operations to behave the same within an application
  • External consistency: Designing interfaces to be the same across applications and devices
  • Affordances: Providing visual cues to the function and uses of an object, allowing users to interact without the need for labels or instructions
  • Physical affordances: Tactile feedback and material properties that aid in interacting with a product
  • Rich set of affordances: When a well-designed object allows users to do things with it that the designer never imagined
  • Affordance: Enhances usability by offering intuitive cues for interaction and functionality
  • Tactile: Sense of touch
  • Perceived affordances: Standards for designing graphical elements like buttons, icons, links, and scrollbars
  • Anti-affordance: Prevention of interaction between the user and the object
  • Signifier: Implemented to reduce error in using something
  • Mapping: Organizing visual elements into groups