2.3: Visibility

Cards (19)

  • Visibility - making the invisible state & behavior of software perceivable by the user
  • Actions - the things the user can do in the interface
  • State - the current configuration of the interface & its backend, which objects are selected or what data is in the model
  • Feedback - the result of a user's actions, which might be a change in visible state or might simply be an acknowledgment of the action taking effect
  • Affordances: low-level properties that tell you what a graphical object is and how to interact with it
  • Self-disclosure: a technique for making a command language more visible, helping the user learn the available commands & syntax
  • Information scent: visible properties of a link that indicate how profitable it will be to follow the link
  • Information foraging theory:
    • the gathering of information can be modeled like animals gathering food
    • constantly evaluating & making decisions to maximize information collected against cost of obtaining it
  • The quality of information scent depends on the user's particular goal.
  • Modes: interface states in which the same action has different meanings
  • Spotlight metaphor: attention focuses on one input channel at a time
  • fovea: the user's field of vision
  • Types of Feedback:
    • Low-level feedback
    • High-level feedback
  • Low-level feedback: provided by a view object; shows that the interface took notice of the user's input, and is responding to it
  • High-level feedback: the actual result of the user's action
  • Perceptual fusion: two stimuli within the same perceptual cycle appear fused
  • 100 milliseconds is a typical value for the perceptual processor's cycle time.
  • The cycle time may also range from 50 - 200 milliseconds, based on the individual and on the stimulus.
  • Visible View State: the current state of the user's interaction with the interface