2.2 Learnability

Cards (81)

  • Human Memory;
    • Working Memory
    • Long-Term Memory
  • Working memory; where you do you conscious thinking
  • Long - Term Memory; probably the least understood part of human cognition
  • Learnability; People Don't Learn Instantly
  • Learnability; the ability to learn a skill or a task.
  • Visibility; an essential principle probably the most important in communicating a model to the user.
  • Mystery Navigation;  form of web navigation user interface whereby the target of each link is not visible until the user points their cursor at it.
  • Visibility of Actions: Use Appropriate Affordances
    • Downward-Pointing Arrows
    • Texture
    • Mouse Cursor
    • Visible Highlighting
    • Make Commands Visible
    • Buttons
    • Hyperlinks
  • Metaphors; one way to make an interface more learnable
  • Interface Metaphor; can be horribly misused
  • Presence of Metaphor; does not at all guarantee an intuitive, or easy-to-learn, user interface.
  • Beautiful Graphic Design doesn't equal Usability
  • People Don't Learn Instantly; Developers must be aware of how people actually learn.
  • Memory; relevant part of the human machine
  • Learning; the process of putting information and procedures into long-term memory.
  • Working Memory; a pattern of activation of elements in the long-term memory
  • 7 ± 2 things; the capacity of working memory (technically called "chunks")
  • Mnemonic Techniques; convert arbitrary data into more memorable chunks.
  • Good Interface; won't put heavy demands on the user's working memory.
  • Data put in working memory disappears in a short time
  • Distractions; can easily destroy working memory
  • Long-Term Memory; contains the mass of our memories.
  • Maintenance Rehearsal; involves the repetition of information in its original, unaltered form.
  • Elaborative Rehearsal; seeks to make connections in existing chunks
  • Good Learnability; making connections as easy as possible to make and - consistency
  • Chunks; the elements of perception and memory
  • TLA; three-letter acronyms
  • Recognition; remembering with the help of a visible cue
  • Recall; remembering something with no help from the outside world
  • Elaborative Rehearsal;  a type of memory rehearsal that is useful in transferring information into long-term memory. 
  • Visibility and Feedback; about the gulf of evaluation
  • Efficiency; a measure of the whole cycle - the speed of execution and perception
  • Interaction Styles:
    1. Command Languages
    2. Menu/Form Interface
    3. Direct Manipulation
  • Command Languages; earliest computer interfaces. Job control languages for early computers, which later evolved into the Unix command line.
  • Menu/Form Interface; presents a series of menus or forms to the user
  • Menu Bar; a tree of menus
  • Direct Manipulation; preeminent interface style for graphical user interfaces
  • Three Principles of Direct Manipulation;
    1. A continuous visual representation of the system's data objects.
  • Three Principles of Direct Manipulation;
    2. The user interacts with the visual representation using physical actions or labeled button presses.
  • Physical actions; most direct kind of actions in direct manipulation- you're interacting with the virtual object sin a way that feels like you're pushing them around directly.