Useability principle: learnability

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Useability principle: learnability

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Quick Questions

Shade in the A or B circle for each question.

1. Which interface is more learnable for a first-time user?
A A shopping app with a trolley icon in the top right, like most other shops
B A shopping app that hides the checkout behind an unusual symbol
2. Learnability is about how quickly new users can work out how to use an interface.
A False
B True
3. Which button label is clearer for a new user?
A Save photo
B Go
4. A student opens a new homework app for the first time. Which feature is an onboarding hint?
A A settings menu that stores your password
B A pop-up that says 'Tap + to add your first task'
5. Which choice best supports learnability?
A Using a magnifying glass icon for search, as users expect
B Using a unique cartoon icon for search to look different

Match the Pairs

Draw a line connecting each item on the left to its match on the right.

Left columnRight column
1learnability AThere are no onboarding hints, so new users get no guidance on where to start and learning takes too long
2onboarding hint BButton label: 'Save photo' instead of 'Go'
3Using a familiar convention makes an interface easier to learn because users already know what it means CA short tip shown to a new user, such as 'Tap + to add your first task', that helps them learn the interface
4A clear label tells a new user exactly what a control does, so they do not have to guess DA magnifying glass icon opens the search bar
5A new app uses an unlabelled, unusual symbol for the 'Delete' button, with no hint about what it does EThe symbol is not a familiar convention and has no clear label, so new users must guess and may need help, which makes the interface hard to learn
6A game opens straight to a crowded screen with 20 controls and no tips for first-time players FHow quickly and easily new users can work out how to use an interface with little help

Definitions

learnability

Fill in the Blanks

Complete each line of code by filling in the missing parts.

1.
<_____ for="email">Email address</label>
2.
<input ___________="Type your name">
3.
<input type="________" name="pw">
4.
tip = tk._____(root, text="Press Start")
5.
<___><a href="home.html">Home</a></nav>

Spot the Error

Shade in the letter of the line that contains an error.

Question 1
A import tkinter as tk
B tk.Label(text="Data1").pack()
C e = tk.Entry()
D e.pack()
Question 2
A tasks = []
B if len(tasks) == 0:
C print("Null")
Question 3
A close_btn.text = "Banana"
B close_btn.corner = "top-right"
C close_btn.action = "close"
Question 4
A tips = ["Tap +", "Name it"]
B for tip in tips:
C print(tip)
D input("Press Ctrl+Alt+F9")
Question 5
A <form>
B <label>Email</label>
C <input placeholder="1234">
D </form>

Answer Key

Useability principle: learnability
Section A: Quick Questions
Q1
A — A shopping app with a trolley icon in the top right, like most other shops
Q2
B — True
Q3
A — Save photo
Q4
B — A pop-up that says 'Tap + to add your first task'
Q5
A — Using a magnifying glass icon for search, as users expect
Section B: Match the Pairs
Q1
learnability → How quickly and easily new users can work out how to use an interface with little help
Q2
onboarding hint → A short tip shown to a new user, such as 'Tap + to add your first task', that helps them learn the interface
Q3
Using a familiar convention makes an interface easier to learn because users already know what it means → A magnifying glass icon opens the search bar
Q4
A clear label tells a new user exactly what a control does, so they do not have to guess → Button label: 'Save photo' instead of 'Go'
Q5
A new app uses an unlabelled, unusual symbol for the 'Delete' button, with no hint about what it does → The symbol is not a familiar convention and has no clear label, so new users must guess and may need help, which makes the interface hard to learn
Q6
A game opens straight to a crowded screen with 20 controls and no tips for first-time players → There are no onboarding hints, so new users get no guidance on where to start and learning takes too long
Section C: Definitions
Q1
learnability — How quickly and easily new users can work out how to use an interface with little help, using familiar conventions, clear labels and onboarding hints.
Section D: Fill in the Blanks
Q1
<label for="email">Email address</label>
Q2
<input placeholder="Type your name">
Q3
<input type="password" name="pw">
Q4
tip = tk.Label(root, text="Press Start")
Q5
<nav><a href="home.html">Home</a></nav>
Section E: Spot the Error
Q1
B — The label "Data1" does not tell a new user what to type in the box. A clear label such as "Name:" makes the interface easier to learn.
Q2
C — An empty screen should give an onboarding hint that tells new users what to do first. "Null" teaches them nothing. It should say something like "Tap + to add task".
Q3
A — Users already know that an X means close, so it is a familiar convention. "Banana" breaks that convention and forces new users to work out what the button does. The text should be "X".
Q4
D — An onboarding tour should let users move on with a simple, obvious action. Asking for Ctrl+Alt+F9 is confusing and makes the app harder to learn. It should say "Press Enter".
Q5
C — A placeholder is a hint that shows new users what to enter. "1234" suggests the wrong format for an email box. It should show an example such as a@b.com.