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Question 1 (from Lesson 2.5): ~1 page
From these three design principles, (Feedback, Consistency, Documentation) describe how each principle might be used to support the creation of an invisible interface, especially in terms of each one’s relationship to specific phases of bridging the gulfs of execution or evaluation.
Then, select two principles and describe how each principle could be used to create interfaces that emphasize the participant view of the user; in other words, select two principles and describe how each relates to understanding not just the user’s abilities and thought process, but also the context in which they exist outside their interaction with the interface.
Hint: Certain design principles, especially those that focus on equal access, are largely concerned with the context of the task, and particularly the extra context introduced by different user populations based on disabilities, language barriers, or prior experience with technology.
Question 2 (from Lesson 2.5): ~1.5 pages
From your everyday life, select an interface that is intolerant of errors the user commits. Describe the interface, and describe how it responds to user errors, highlighting how easy the error is to commit and the penalty associated with it.
Then, describe how constraints might be used to improve the interface to avoid errors in the first place. Then, describe how improved mappings could be used to avoid errors. Then, describe how improved affordances could be used to avoid errors.
These redesign options can be mutually exclusive (in other words, you can generate either three different redesigns, one for each principles, or one redesign that incorporates all three principles). However, all should target the error(s) you selected originally.
Hint: If you’re having trouble coming up with redesigns for all three principles, you may want to select a different interface. Interfaces embedded in the real world, like car stereo systems or ATMs, are often good places to think about how different principles can address the same task because the design is more complex (incorporating both digital and physical artifacts).
Question 3 (from Lesson 2.6): ~1.5 pages
Games provide an interesting place to investigate slips, mistakes, and errors because they are one of the few places where we might not always want to make accomplishing the task easier.
Select one game with which you are familiar (besides Tetris); this could be a board game, a card game, a sport, a video game, or any other kind of game.
First, describe a slip that a player of the game might make. Remember, a slip generally occurs when the player knows what action they should take, but does something different instead. In Tetris, this might be a player wanting to move a piece to the right, but pressing the left button instead. Then, describe why the player might make that slip. Then, briefly suggest a way the interface could be changed to prevent that slip in the future.
Second, describe a mistake that a player of the game might make. Remember, a mistake generally occurs when the player knows what they want to accomplish, but doesn’t know how to actually make it happen. In Tetris, this might be a player wanting to rotate a piece clockwise, but pressing to rotate it counter-clockwise instead because they do not know which button rotates clockwise. Then, describe why the player might make that mistake. Then, briefly suggest a way the interface could be changed to prevent that mistake in the future.
Finally, describe something that makes the game challenging, but that is not a slip or a mistake. For example, in Tetris, there may be no obvious place for a piece to go, but that does not force the user to commit a slip or a mistake.
Hint: For slips, leveraging constraints and better mappings are often good tools for ensuring the user performs the action they know they want to perform. For mistakes, leveraging discoverability and better representations can help a user figure out the right action.
Question 4 (from Lesson 2.6): ~1.5 pages
From your everyday life, select an interface that you would argue uses a good representation of its underlying content. Describe the connections between the representation and the underlying content. Answer the question: in what ways does the representation exemplify at least two criteria of a good representation?
Then, select an interface that you would argue does not use a good representation of its underlying content. Describe the mismatch between the representation and the underlying content; in what ways does the representation violate at least two criteria of a good representation?
Hint: Good design tends to go unnoticed; that’s the point! If you’re having trouble thinking of an interface with a good representation, think of a bad one first; then, think of an interface in a similar domain that does not experience the same problems as the bad one. It’s likely that the better interface uses better representations.
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