Cards (19)

  • Immersion
    The feeling of being surrounded by elements of another environment
  • Engagement
    How much absorption, enjoyment, and value a user gets from a product
  • Usability Heuristics
    General principles for UI design
  • Visibility of system status
    Users should be informed about what is going on and what to expect
  • Match between the system and the real world
    Designers should mirror the language and concepts users find in the real world based on who their target users are
  • User control and freedom
    Offer users a digital space where backward steps are possible, including undoing and redoing previous actions
  • Consistency and standards
    Graphical elements and terminology are maintained across similar platforms
  • Error prevention
    Error messages are important but try to prevent the problems in the first place
  • Recognition rather than recall
    Information and functions should be available at the points where users are likely to need them
  • Usability
    The ease of use and learnability of a human-made object
  • Customisation
    The ability for users to tailor the interface to their specific needs
  • Error recovery
    Providing users with clear instructions or tips to help them identify and fix errors
  • Iterative design
    A design process where improvements are made based on user feedback and insights
  • Evaluation criteria
    The standards or measures used to assess the usability of a product
  • Wireframes
    Basic visual representations of the layout and structure of a website or application
  • User difficulties
    Challenges or issues faced by users when interacting with a product
  • Rich picture
    A comprehensive understanding gained from conducting various types of tests or evaluations
  • User Experience
    A person's perceptions and responses resulting from the use of a product, encompassing physical and psychological aspects before, during, and after use
  • Testing methods
    Approaches such as questionnaires, observation, and the think-aloud method used to evaluate user interactions with products or technology