B
Interaction Principles and Laws
Quantitative Laws
65 cards- Fitts's law 5
- Fitts's law on touchscreens 3
- Infinite width at screen edges 3
- Hick-Hyman law 4
- Steering law 3
- Memory-scanning law 7
- Power law of practice 3
- Weber's law 3
- Stevens' power law 3
- Multi-scale pointing 3
- Applicability and misuse of Fitts's law 5
- Effective width of two-dimensional targets 4
- Applicability boundaries of Hick's law 5
- Multi-scale pointing and zooming law 4
- Submovement model of target acquisition 5
- Additivity and combination misuse of laws 5
Design Principles
93 cards- Affordance 4
- Perceived affordance 3
- Signifiers 3
- Mapping 4
- Constraints 5
- Feedback 4
- Feedforward 3
- Visibility 3
- Discoverability 3
- Consistency 4
- Standards and Conventions 3
- Error Tolerance and Reversibility 3
- Progressive Disclosure 3
- Least Surprise 3
- Simplicity and Feature Creep 3
- Defaults 4
- Anti-affordances 4
- Mapping and Natural Mapping 4
- Physical Constraints 4
- Semantic Constraints 3
- Cultural Constraints 4
- Logical Constraints 3
- Internal Consistency 4
- External Consistency 4
- Structure Matching and Conceptual Integrity 4
- Directness and Indirection Trade-offs 4
Heuristics and Evaluation Criteria
75 cards- Visibility of System Status 7
- Match with the Real World 3
- User Control and Freedom 3
- Consistency and Standards 3
- Error Prevention 3
- Recognition over Recall 3
- Flexibility and Efficiency 3
- Aesthetic and Minimalist Design 7
- Error Recognition, Diagnosis, and Recovery 4
- Help and Documentation 3
- Golden Rules 8
- Severity Rating 3
- Match with the Real World 4
- Flexibility and Efficiency of Use 4
- The Eight Golden Rules 4
- Heuristic Overlap and Exclusivity Problems 4
- Evaluator-Number Effects in Heuristic Evaluation 5
- Building Domain-specific Heuristics 4
Interaction Models
65 cards- Seven Stages of Action 3
- Gulf of Execution 3
- Gulf of Evaluation 3
- GOMS 3
- Keystroke-Level Model 3
- Activity Theory 3
- Distributed Cognition 3
- Situated Action 3
- Information Foraging Theory 8
- Direct Manipulation 4
- GOMS Model 5
- Keystroke-Level Model and Operator Constants 5
- CPM-GOMS and Parallel Operation 5
- Cognitive Complexity Theory 4
- Instrumental and Agentive Interaction 5
- Interaction Frameworks and State Transition Models 5
Usability and Experience
51 cards- Usability Definition 3
- Three Components 4
- Learnability 3
- Memorability 3
- Experience versus Usability 3
- Aesthetic-Usability Effect 3
- Usability and Utility 3
- Standard Definitions of Usability 4
- Effectiveness, Efficiency, and Satisfaction 4
- Error Rate as a Usability Dimension 4
- User Experience versus Usability 4
- The Time Dimensions of Experience 4
- Usability and Accessibility 4
- The Economic Case for Usability 5