مقدمة في تصميم واجهات المستخدم
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Questions and Answers

ما هو الفرق الرئيسي بين المعايير والتوجيهات في تصميم واجهات المستخدم؟

  • المعايير تعد مرنة ولا تتطلب الالتزام بها.
  • المعايير قوانين يتعين اتباعها لتحقيق الكفاءة. (correct)
  • التوجيهات قواعد صارمة يجب الالتزام بها.
  • التوجيهات تتطلب استنتاجات من دراسة سابقة.
  • ما هي وظيفة التغذية المرتجعة في تصميم واجهات المستخدم؟

  • توفير معلومات عن كيفية استخدام النظام.
  • تقديم ردود بسيطة للأعمال غير المتكررة. (correct)
  • الفصل بين الأوامر المختلفة في النظام.
  • تقليل عدد التفاعلات المطلوبة من المستخدم.
  • أي مما يلي يعتبر أحد مبادئ تصميم واجهات المستخدم الأكثر شهرة؟

  • مبادئ نورمان السبعة. (correct)
  • القوانين الخفية.
  • مبدأ تناسق الألوان.
  • لائحة البيانات الفائتة.
  • أي من الخيارات التالية يمثل مبدأً من مبادئ نيلسن العشرة؟

    <p>الحرية وتحكم المستخدم بالنظام.</p> Signup and view all the answers

    ما هي أهمية الاتساق في تصميم واجهات المستخدم بحسب قوانين شنييدرمان الذهبية؟

    <p>يعزز التسلسل الثابت للعمليات المماثلة.</p> Signup and view all the answers

    Study Notes

    Introduction to User Interface Design

    • Lecture 2 covers user interface design.

    Types of Design Principles

    • Principles are general goals for organizing the design process.
    • Principles lack specific implementation methods, making them difficult to use practically.
    • Examples of principles include: Consistency and Simplicity.
    • These principles are difficult to define and apply in design.

    Types of Design Rules: Guidelines

    • Guidelines are general rules followed in design.
    • They must be broadly applicable to various contexts.
    • Guidelines can be drawn from human factors, psychology, standards, or expertise.

    Types of Design Rules: Standards

    • Standards are principles, guidelines, or rules for ensuring product quality and user protection.
    • Industrial and international organizations often establish them.
    • The ISO 9241 standard defines usability as the effectiveness, efficiency, and satisfaction of use by the users performing tasks.

    Types of Design Rules: Heuristics

    • There are various sets of design rules used, including Nielsen's 10 heuristics and Shneiderman's 8 golden rules.
    • Norman's 7 principles are also notable.

    Nielsen's 10 Heuristics

    • System status visibility
    • Match between system and the real world
    • User control and freedom
    • Consistency and standards
    • Error prevention
    • Recognition rather than recall
    • Flexibility and efficiency of use
    • Aesthetic and minimalist design
    • Help users recognize, diagnose, and recover from errors
    • Help and documentation

    Shneiderman's 8 Golden Rules

    • Strive for consistency
    • Establish clear visual metaphors
    • Offer informative feedback
    • Design dialogs to yield closure
    • Offer error prevention
    • Permit easy reversal of actions
    • Support internal locus of control
    • Reduce short-term memory load

    Shneiderman's 8 Golden Rules: Short-Cuts

    • Short-cuts are techniques to reduce user interaction steps and increase speed.
    • Techniques include abbreviations, function keys, and hidden commands.

    Shneiderman's 8 Golden Rules: Feedback

    • Provide helpful feedback in response to each action.
    • Brief feedback for frequent tasks, detailed feedback for critical ones.

    Shneiderman's 8 Golden Rules: Integrated Design

    • Organize sequences of actions into meaningful groups.
    • Each action should have a clear beginning, middle, and end.
    • Provide methods for easily handling errors.
    • Enable easy reversing of actions (Undo-Redo).

    Shneiderman's 8 Golden Rules: Short-Term Memory Load

    • Users have limited short-term memory capacity.
    • Design considerations should reflect this limitation.

    Norman's 7 Principles

    • Use knowledge about the user and the world.
    • Make things understandable by simplifying them.
    • Visibility of the system status
    • Match between system and the real world.
    • User control and freedom
    • Consistency and standards
    • Error prevention
    • Recognition rather than recall
    • Flexibility and efficiency of use
    • Aesthetic and minimalist design
    • Help users recognize, diagnose, and recover from errors
    • Help and documentation
    • Design for aesthetic appeal and simplicity.

    Design Patterns

    • Patterns offer proven solutions to recurring problems.
    • Design reuses proven solutions to recurring design challenges, borrowing from design methodologies used in architecture and computer science (HCI).

    Principles of Good Interface Design

    • Actions and options should be clear
    • The conceptual model should align with the system image.
    • The interface should show the relationship between different system stages.
    • Provide continuous feedback.

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    Description

    تتناول هذه المحاضرة المبادئ والقواعد العامة لتصميم واجهات المستخدم. سيتم استعراض أنواع التصميم مثل المبادئ، الإرشادات، والمعايير المرتبطة بجودة المنتج ورضا المستخدم. هذه القوانين تهدف إلى توفير تجربة استخدام فعالة ومريحة.

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