Quick Reference and Exam Strategy
Quick-Reference: Nielsen’s 10 Heuristics
- Visibility of System Status — keep users informed via timely, appropriate feedback.
- Match Between System and the Real World — speak the user’s language; follow real-world conventions.
- User Control and Freedom — support undo/redo; provide clearly marked emergency exits.
- Consistency and Standards — follow platform conventions; be internally consistent.
- Error Prevention — design to prevent problems before they occur.
- Recognition Rather Than Recall — minimise memory load; make options visible.
- Flexibility and Efficiency of Use — accelerators for experts; customisation.
- Aesthetic and Minimalist Design — no irrelevant or rarely-needed information.
- Help Users Recognise, Diagnose, and Recover from Errors — plain-language error messages with solutions.
- Help and Documentation — searchable, task-focused help.
Quick-Reference: The Six Gestalt Principles
Proximity · Similarity · Continuity · Closure · Figure/Ground · Common Fate
Every Gestalt answer: name → locate → explain effect. All three steps.
Quick-Reference: The Four Cognitive Walkthrough Questions
- Will the user try to achieve the right effect?
- Will the user notice that the correct action is available?
- Will the user associate the correct action with the desired effect?
- If the action is performed correctly, will the user see that progress is being made?
Quick-Reference: CUSTOM Stakeholder Types
Primary (direct, frequent users) · Secondary (occasional or intermediated users) · Tertiary (affected but never interact directly) · Facilitating (design, build, maintain the system)
Quick-Reference: Mathematical Laws
Quick-Reference: The UCD Master Template
Requirements → User Research → Prototyping (Lo-Fi → Hi-Fi) → Evaluation (Analytical + Empirical) → loop back
Quick-Reference: Six Categories of Requirements
Functional · Data · Environmental · User Characteristics · Usability Goals (Effectiveness, Efficiency, Safety, Utility, Learnability, Memorability) · UX Goals (satisfying, enjoyable, motivating, …)
Quick-Reference: Key Methods
| Method | One-line description |
|---|---|
| Heuristic Evaluation | Expert review against 10 heuristics; broad usability audit |
| Cognitive Walkthrough | Task-by-task learnability analysis via the 4 questions |
| Interview | Conversational, qualitative, rich, small sample |
| Questionnaire | Written survey; quantitative, large sample, low depth |
| Ethnography | Watch users in context over time; reveals real behaviour and meaning |
| Focus group | Moderated group discussion; consensus/conflict; groupthink risk |
| Card sorting | Users sort cards into groups; informs Information Architecture |
| HTA | Hierarchical decomposition of task into sub-tasks and actions |
| Persona | Research-based fictional archetype guiding design decisions |
| Lo-Fi prototype | Cheap, fast, throwaway; tests structure not visuals |
| Hi-Fi prototype | Realistic, detailed; tests final usability and aesthetics |
| Wizard of Oz | A human secretly simulates system responses for the user |
| KLM/GOMS | Predicts expert task time from unit operators |
Exam Strategy: Mark-Scoring by Question Type
| Question type | How to score marks |
|---|---|
| List X things (heuristics, stakeholders, requirements) | Name each item clearly plus one sentence of justification. Marks are for the justification. |
| Evaluate an interface (HE or CW) | HE: name heuristic → locate → explain why. CW: go action-by-action → answer all four questions → identify failures → propose redesigns. |
| Sketch a design | Draw 2–4 clearly labelled screens with captions; explicitly link each screen back to a stated requirement. |
| Compare two approaches (HE vs CW, method A vs B) | Use at least 3 named criteria; for each, state the difference and which wins in this specific context — not just parallel descriptions. |
| Design principle | State it clearly → motivate it with reference to the specific user group → tie it back to a requirement or research finding. |
| Requirements | Functional and non-functional, each phrased as a testable statement with a one-line rationale. |
| Gestalt | Name → locate → explain effect. Always all three steps. |
| Card sorting | Show working for every pair → interpret matrix → IA recommendation → sample-size caveat. |
Top 10 Tripos Traps
- Generic, un-named answers: “it’s easy to use” with no named theory — always name a heuristic, law, or framework.
- Describing a method without applying it to the scenario: a textbook HE definition with no reference to the actual interface scores few marks.
- Confusing “stakeholders” with “users”: always name at least one stakeholder who is not a direct user.
- Vague, untestable requirements: “the app should be user-friendly” instead of a falsifiable statement.
- Generic personas: “John, 25, likes technology” — make personas domain-specific with a concrete pain point.
- Naming a Gestalt principle without locating it in the figure or explaining its effect.
- Skipping working in card-sorting similarity calculations — always show every pair.
- Treating small/anecdotal evidence as if it generalised — always check sample size and whether behaviour was observed or self-reported.
- Listing all 14 Cognitive Dimensions instead of selecting 3–4 relevant to the system’s dominant activity and discussing trade-offs.
- Treating UCD and card-sorting/IA as one-shot rather than iterative — feeding results back into the next cycle.
Final Exam Checklist
- Every substantive point references a named heuristic, law, or framework — not just common sense.
- At least one stakeholder named who is not a direct user, where relevant.
- Requirements are phrased as testable, falsifiable statements with rationales.
- Gestalt answers follow name → locate → explain effect.
- HE answers: heuristic + location + reasoning for every violation; severity rating where asked.
- CW answers: all four questions, per action, with Success/Fail and named cause for every failure.
- Card sorting: working shown for every pair, IA implication stated, sample-size caveat.
- Comparisons use named criteria, not parallel descriptions.
- Design principles are motivated — tied to the specific user group and a stated requirement.
- Sketches are labelled and explicitly linked to stated requirements.
- Time budget matches mark allocation — no over-writing on low-mark sub-parts.
Two well-structured, fully-justified answers, each built around the UCD template and populated with specific named theory, will comfortably earn a First.