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.
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