1. Protection
1.1. Protect users against disastrous results of common human error.
2. Responsiveness
2.1. Computer should respond immediately to a user's input or inform the user when long delays are unavoidable.
3. Invisible Technology
3.1. No need to know technical details.
4. Control
4.1. User should feel more in control if the interface is passive.
5. WHYSIWYG
5.1. What you see is what you get.
6. GENERAL PRINCIPLES OF HCI DESIGN
6.1. Principles which do/do not support user experience :
6.1.1. Satisfying
6.1.2. Fun
6.1.3. Enjoyable
6.1.4. Entertaining
6.1.5. Helpful
6.1.6. Surprising
6.1.7. Aesthetically pleasing
6.1.8. Rewarding
6.1.9. Supportive of creativity
6.1.10. Emotionally fulfilling
6.1.11. Boring
6.1.12. Frustrating
6.1.13. Annoying
7. Flexibility
7.1. Allow more users control & acommodates variations in user skill and preferences.
7.1.1. Give users choice
7.2. Hardware
7.3. Style of interaction
7.4. Data format
8. Introduction
8.1. Making system easy to use and learn.
8.2. Usability applies to all aspects of a system.
8.3. Principles that support usability :
8.3.1. Responsiveness
8.3.2. Predictability
8.3.3. Compatibilty
8.3.4. Ease of Learning
8.3.5. Memorability
8.3.6. Simplicity
8.3.7. Flexibility
8.3.8. Protection
8.3.9. Invisible Technology
8.3.10. Control
8.3.11. WYSIWYG
9. Compatibility
9.1. USER
9.1.1. know the user
9.2. PRODUCT
9.2.1. Can reduce both learning time & errors.
9.2.1.1. Any disadvantages?
10. Predictability
10.1. Predictability involves a person's expectations and his/her ability to determine the results of actions ahead of time. It includes :
10.1.1. CONSISTENCY
10.1.1.1. Reinforce our associations and therefore increase our ability to remember and predict outcomes and processes.
10.1.2. GENERALIZABILITY
10.1.2.1. Help us use the knowledge we gathered from previous experience and apply it to similar situations.
10.1.3. FAMILIARITY
10.1.3.1. e.g : familiar menu names and options help users locate objects and functions more easily.
11. Simplicity
11.1. If things are simple they will be easy to understand and thus easy to learn and remember.
11.2. It includes :
11.2.1. PROGRESSIVE DISCLOSURE
11.2.1.1. Show the user only what is necessary
11.2.2. CONSTRAINTS
11.2.2.1. Involve limiting the actions that can be perfomed in a particular design.
12. Easy of Learning
12.1. The system should be easy to learn so that the user can rapidly start getting some work done with the system.
13. Memorability
13.1. LOCATION
13.1.1. It will be easier to remember if a particular object is placed in a consistent location.
13.1.1.1. e.g : always putting the search box in the upper right-hand corner of a Web page.
13.2. LOGICAL GROUPING
13.2.1. It will be easier to remember if things are group logically.
13.2.1.1. e.g : putting related options together in a menu.
13.3. CONVENTIONS
13.3.1. Conventional objects and symbols will be easier to remember.
13.3.1.1. e.g : shopping cart symbol