Podcast
Questions and Answers
What is a key reason for organizing design guidelines by specific interaction design situations?
What is a key reason for organizing design guidelines by specific interaction design situations?
Which of the following best describes a limitation of blindly following design guidelines?
Which of the following best describes a limitation of blindly following design guidelines?
Why is human memory an important consideration in UX design?
Why is human memory an important consideration in UX design?
What does the phrase 'headless chicken guy' refer to in the context of using guidelines?
What does the phrase 'headless chicken guy' refer to in the context of using guidelines?
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Why are certain design guidelines considered more useful when paired with specific user actions?
Why are certain design guidelines considered more useful when paired with specific user actions?
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What can be a consequence of relying solely on style guides in UX design?
What can be a consequence of relying solely on style guides in UX design?
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What aspect does human working memory specifically affect in the Interaction Cycle?
What aspect does human working memory specifically affect in the Interaction Cycle?
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What should designers remember when using design guidelines?
What should designers remember when using design guidelines?
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What observation is commonly made regarding the application of design guidelines?
What observation is commonly made regarding the application of design guidelines?
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What is a common misconception about older design examples?
What is a common misconception about older design examples?
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Why might users assume that modern software interfaces have always been designed as they are today?
Why might users assume that modern software interfaces have always been designed as they are today?
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What does the author mean by 'bewilderment' in the context of applying design guidelines?
What does the author mean by 'bewilderment' in the context of applying design guidelines?
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Which statement reflects a potential issue when discussing design guidelines?
Which statement reflects a potential issue when discussing design guidelines?
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What does the phrase 'pull in the same direction' imply in the context of design guidelines?
What does the phrase 'pull in the same direction' imply in the context of design guidelines?
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How do educators typically receive reactions to design guidelines during instruction?
How do educators typically receive reactions to design guidelines during instruction?
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What is implied about the historical collection of design examples?
What is implied about the historical collection of design examples?
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What is essential for a design or testing team to enhance user experience in virtual environments?
What is essential for a design or testing team to enhance user experience in virtual environments?
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Which work is recognized as a foundational publication for design guidelines in text-based user interfaces?
Which work is recognized as a foundational publication for design guidelines in text-based user interfaces?
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What event marked the transition of design guidelines towards graphical user interfaces?
What event marked the transition of design guidelines towards graphical user interfaces?
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Which of the following guidelines focuses on creating well-behaved interactive systems?
Which of the following guidelines focuses on creating well-behaved interactive systems?
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How did early design guidelines address the needs of users?
How did early design guidelines address the needs of users?
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What was a significant characteristic of the design guidelines developed in 1986 by Smith and Mosier?
What was a significant characteristic of the design guidelines developed in 1986 by Smith and Mosier?
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What type of interactive programs were targeted by Wasserman's guidelines from 1973?
What type of interactive programs were targeted by Wasserman's guidelines from 1973?
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Which aspect of interaction design guidelines saw increased diversity in adherence due to platform evolution?
Which aspect of interaction design guidelines saw increased diversity in adherence due to platform evolution?
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Study Notes
Collecting Examples of Good and Bad Interaction
- The authors have been collecting examples of good and bad interaction and design for decades, resulting in some examples being old and outdated.
- Despite being old, these examples are still relevant and show how the design community has advanced and improved over time.
Using and Interpreting Design Guidelines
- Design guidelines are often obvious, but applying them in specific design situations can be bewildering.
- People may be unsure about which guidelines to apply or how to interpret them in a specific context.
- A person with a strong background in human factors and usability principles is necessary to produce a high-quality user experience.
Background of Interaction Design Guidelines
- The book of 944 design guidelines for text-based user interfaces by Smith and Mosier (1986) is considered the mother of all guidelines publications.
- Other early guidelines collections include Engel and Granda (1975), Brown (1988), and Boff and Lincoln (1988).
- Interaction design guidelines have evolved over time, including the development of guidelines for graphical user interfaces (Nielsen, 1990; Nielsen et al., 1992).
Organizing Design Guidelines
- The authors have organized the guidelines using the Interaction Cycle and the User Action Framework (UAF) to associate each guideline with a specific interaction design situation.
- This approach allows for specific guidelines to be linked to user actions for planning, making physical actions, or assessing feedback.
Human Memory Limitations
- Human working memory is a crucial concept in UX design, and understanding its limitations is essential for designing effective interactions.
- The authors provide a brief discussion of human memory limitations, but recommend seeking a good psychology book for a more comprehensive understanding.
- Human memory limitations apply to most parts of the Interaction Cycle and have solid empirical data supporting knowledge that is directly usable in UX design.
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Description
Explore the evolution of user experience design through examples of both good and bad interactions over decades. This quiz highlights the significance of past systems in shaping current design practices, despite some being outdated or no longer in existence.