Real-world knowledge
It is based on analog models.
Ex> We know how digital buttons work on a screen because we've experienced analog buttons in the real world
Learned behavior
Something that doesn't exist in the real world, but you've seen and used so you know how it supposed to work.
Ex>Swiping, drag, pinch to zoom
Cause and effect
When a user presses a button and something happens, the user quickly understands the functionality of the button.
Ex> press "Submit" to submit a form
Seamlessness
About ensuring that the action and reaction are closely linked. The interaction should be easy and results should be immediate.
Immediate intuition
We’ve been conditioned that in order to interact with an interface we need to touch it in some way. While the system may not be immediately obvious, the solution is usually quickly discovered.
Fulfillment
An interface should function as it was intended, but there are other ways to reaffirm it as a positive experience.
Ex> confirms that the user's action was done well.
Undo/redo
It gives the user peace of mind that their actions are reversible.
Ex> Email system automatically catches the word "attach" and notify user to check to attach the files. / confirm button like "are you sure?".
The 4 Golden Rules of UI Design, by Nick Babich, Adobe Blog, February 7 2018.
10 Usability Heuristics for User Interface Design, by Jakob Nielsen, Nielsen Norman Group website, January 1 1995.
Principle of Consistency and Standards in User Interface Design, by Euphemia Wong, Interaction Design Foundation, July 2018.
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