Overview of 203CR Term 2
Reading Exercise Block 4, Week 3
The following shows that I have have completed a reading exercise. By reading through Designing Interactive System by Benyon and Turner, which was pages from 56 to 75.
Main points of Broad reading
Focussed reading
The following shows that I have found the Design Principles section. Identified the design principles and defined each in my own words.
1.) Visibility: Meaning the key common and key features are visible to the user. For example all the righ buttons and links on site are on the right place for the user, avoiding the activity of looking around for them.
2.) Consistency: Meaning that every page has the same style layout. For example a website not having the home page blue with different buttons and the next yellow with different buttons. To let the user to be not confused.
3.) Familiarity: Using common and known symbols including languge. This will allow the user to recornise the symbol or sign and know what it means straight away. Eg: On a webpage, an icon showing a picture of a house to illutrate that it goes to homw.
4.) Affordance: Meaning that the design has to be designed clearely for the purpose of whats its outcome should be.
5.) Navigation: Meaning that support is provided to the user, in terms of enabling them to go through the website in and out without having any problems. This also means enabling users to go forward and backwards to any specific page that they want.
6.) Control: Specifying and making it clear that who is in control and what is in control. Therefore allowing the user to take control, mostly the navigation.
7.) Feedback: Meaning that in case of an error message, there systems needs to have an alternative or how this can be resolved. Therefore allowing the user to fix any mistakes that has be done.
8.) Recovery: This also relates to the feedback, which means that if there is an error or mistake there should be recovery action that will put back the settings to what it was previousely.
9.) Contraints: Meaning that a prevention is made by including a contraint in the system. This will restrict users to not do things that they are not supposed to do, therefore protecting the users.
10.) Flexibility: Meaning the systems or navigation allowing the user to have different options in doing a task (Alot of choices).
11.) Style: Meaning that the design should gain the users interests, in terms of be attractive and having interesting features.
12.) Conviviality: Meaning that the interactive systems should have a jovial nature. In other words easy going and friendly.
Synthesis:
The following shows that I have described 2 design principles ,which relate to any of the usability Heuristics I have studied in Block 3, lectures 2.
Two design Heuristic chosen:
1. Error prevention - comparing with consistency and feedback
2. Visibility - comparing with consistency and feedback
Error prevention
In terms of error prevention and consistency of a website. A user can know and have a feel that they are on the same website by having the consistency in different pages of the website (Eg: Colours, buttons, navigation menu etc). Error prevention will also provide an effort in allowing the users to avoid an hugh mistakes being done.
Visibility
Visibility is one of the important Heuristic in designing, which provides the user with information on what is taking place through appropriate feedback. Therefore allowing the user to get relevant feedback when something is not done right. This heuristic evaluation goes with the design principle feedback because they both allows users to correct their mistakes therefore it wont leave users confused.
Block 4, Week 1: Reading Exercise
Clusters A compared to Cluster
Cluster A
Usability
Style
Navigation
Consistency
Accessibility
Flexibility
The Design Principles I have mentioned above are similar because the all include and involve the how the users needs are met in a designed system. The also include how the user interacts with the system at hand.
The only thing that makes them different is of each specific category that they have to specify in designing.
Cluster B
Conviviality
Acceptability
Constraints
PACT
Affordance
Feedback
The similarities on the above Design Principles are that they are guidelines the designers following in order to make a successful design for the user. They also a user to a form of restrictions enabling them to not to what they not supposed to do. In one way that they differ is the is the approaches that each contains.
Excercise:
The following shows some of the important bloopers that can be avoided in order to complete a clear usability report that relates from start to finish.
1. No users. For your user studies and usability evaluations, you ‘used’ yourself.
How to fix:
- Use pictures / photos of your self performing the task and asking questions and referring to
you’re the method chosen.(explain why you could not get anyone apart from yourself.)
- Can pay user to gain interest and complete the task that you want done.
- Another simple alternative, which you might not need to pay any users, is. Asking any
family members or friends to do the usability task.
2. User studies are claimed, with no evidence. Who to say it isn’t all made up?
How to fix:
- Include in the report images or video, of the users performing the usability task.
- Include a questionnaire in the report, showing that users gave you feed back. (Important:
questionnaire in original writing).
- Refer any findings halfway through your report.
- Can also provide the user with the consent form, which they can sign.
3. A conceptual framework is introduced, but never used.
How to fix:
- Can add different stages and key points at the back of the report, in order to relate your
findings to the framework chosen.
- If you have introduced it, use it or don’t introduce it at all if you won’t use it.
4. A design method, and / or a usability method, is introduced but never used.
How to fix:
- If introduced keep in relating your findings to the usability method chosen.
- If you introduced it use it or don’t use it, when not introduced.
5. Material is introduced (conceptual frameworks, methods, etc.)
without explanation of what they are, how they work, and who are
the key academic sources.
How to fix:
- Research the material in question introduces and try to understand before using.
- Make it a short summary. (not too complicated).
6. Discussion of prototypes with no evidence of the prototypes.
How to fix:
- Make sketches of evidence
- Keep reference. (Can google to find out how to reference).
7. Discussion of what users said with no transcripts.
How to fix:
- Can provide a video without people talking and doing the usability task.
- Can include user comments on the transcripts.
8. No references.
How to fix:
- Can google to find out how to reference.
Group consists of 4 member:

I have read and looked through the Techno Homes article