Índice
▌ 1. Define how users can interact with the interface
· What can a user do with their mouse, finger, or stylus to directly interact with the interface?
This includes pushing buttons, dragging and dropping across the interface, etc.
En pantallas táctiles y/o dispositivos que se sostienen en las manos, habría que preguntarse si es conveniente que el usuario pueda girar la pantalla o si puede hacer zoom con los dedos.
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· What commands can a user give, that aren’t directly a part of the product, to interact with it?
An example of an “indirect manipulation” is when a user hits “Ctrl+C”, they expect to be able to copy a piece of content.
Otra posibilidad sería cualquier atajo universal, como el imprimir. Valorar también las combinaciones con Alt utilizadas para la accesibilidad.
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▌ 2. Give users clues about behavior before actions are taken
· What about the appearance (color, shape, size, etc) gives the user a clue about how it may function?
These help the user understand how it can be used.
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· What information do you provide to let a user know what will happen before they perform an action?
These tell users what will happen if they decide to move forward with their action. This can include meaningful label on a button, instructions before a final submission, etc.
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▌ 3. Anticipate and mitigate errors
· Are there constraints put in place to help prevent errors?
The Poka-Yoke Principle says that placing these constraints forces the user to adjust behavior in order to move forward with their intended action.
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· Do error messages provide a way for the user to correct the problem or explain why the error occurred?
Helpful error messages provide solutions and context.
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▌ 4. Consider system feedback and response time
· What feedback does a user get once an action is performed?
When a user engages and performs an action, the system needs to respond to acknowledge the action and to let the user know what it is doing.
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· How long between an action and a product’s response time?
Responsiveness (latency) can be characterized at four levels: immediate (less than 0.1 second), stammer (0.1-1 second), interruption (1-10 seconds), and disruption (more than 10 seconds).
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▌ 5. Strategically think about each elements
· Are the interface elements a reasonable size to interact with?
· Are edges and corners strategically being used to locate interactive elements like menus?
· Are you following standards?
▌ 6. Simplify for learnability
· Is information chunked into seven (plus or minus two) items at a time?
· Is the user’s end simplified as much as possible?
· Are familiar formats used?
Imágenes:
I: dibujo realizado por Reki.
II: montaje de tres capturas de pantalla obtenidas de interaction-design.org/faq.
Relacionado en giveevig:
· Sección Design!
· Temas:
Más:
· 'Accordions are not always the answer for complex content on desktops' - Artículo en nngroup.com
· 'Search is not enough: synergy between navigation and search' - Artículo en nngroup.com