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