The six useability principles

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The six useability principles

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Quick Questions

Shade in the A or B circle for each question.

1. Which list correctly names the six useability principles?
A Accessibility, effectiveness, efficiency, error tolerance, engagement, ease of learning
B Accessibility, alignment, contrast, balance, space, text formatting
2. A school app offers a text-to-speech option for students with low vision. Which principle does this feature support?
A Accessibility
B Engagement
3. A banking app asks 'Are you sure you want to send $5000?' before confirming a transfer. Which principle is this?
A Efficiency
B Error tolerance
4. A new student opens a timetable app and a short guided tour shows them where everything is. Which principle is this?
A Effectiveness
B Ease of learning
5. A food delivery app lets you reorder your usual meal in two taps. Which principle does this feature best show?
A Efficiency
B Accessibility

Match the Pairs

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

Left columnRight column
1Accessibility AUndo lets users recover from a slip, so it matches error tolerance. Ease of learning is about how quickly new users pick up the interface.
2Error tolerance BOne-tap reorder button on the home screen
3A feature that lets users finish a common task in fewer steps, saving time and effort (efficiency) CShort guided tutorial shown on first login
4A feature that helps new users learn the interface quickly without a manual (ease of learning) DWhether people with a wide range of abilities and needs can use the interface, for example through screen reader support or adjustable text size
5Feature: progress badges and streak rewards. Principle: Effectiveness EBadges and rewards keep users interested and motivated, so they match engagement, not effectiveness. Effectiveness is whether users can complete tasks accurately and completely.
6Feature: an undo button after deleting a file. Principle: Ease of learning FHow well the interface prevents mistakes and helps users recover from them, for example with an undo button or a confirmation prompt

Definitions

useability principles

Fill in the Blanks

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

1.
feature: alt text on images principle: _____________
2.
feature: search returns the right result principle: _____________
3.
feature: one-tap checkout, fewer steps principle: __________
4.
feature: confirm box before deleting principle: _______________
5.
feature: tutorial for first-time users principle: ________________

Spot the Error

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

Question 1
A App review: canteen app
B Alt text -> efficiency
C Undo -> error tolerance
Question 2
A Principle: efficiency
B Task: pay for lunch
C Old way: 6 taps, new: 2
D Fewer taps = less efficient
Question 3
A Principle: effectiveness
B Task: book a tutor
C Booking fails = effective
Question 4
A Feature: onboarding tour
B Principle: error tolerance
C New users start quickly
Question 5
A Feature: animated game badges
B Principle: error tolerance
C Users can recover from slips

Answer Key

The six useability principles
Section A: Quick Questions
Q1
A — Accessibility, effectiveness, efficiency, error tolerance, engagement, ease of learning
Q2
A — Accessibility
Q3
B — Error tolerance
Q4
B — Ease of learning
Q5
A — Efficiency
Section B: Match the Pairs
Q1
Accessibility → Whether people with a wide range of abilities and needs can use the interface, for example through screen reader support or adjustable text size
Q2
Error tolerance → How well the interface prevents mistakes and helps users recover from them, for example with an undo button or a confirmation prompt
Q3
A feature that lets users finish a common task in fewer steps, saving time and effort (efficiency) → One-tap reorder button on the home screen
Q4
A feature that helps new users learn the interface quickly without a manual (ease of learning) → Short guided tutorial shown on first login
Q5
Feature: progress badges and streak rewards. Principle: Effectiveness → Badges and rewards keep users interested and motivated, so they match engagement, not effectiveness. Effectiveness is whether users can complete tasks accurately and completely.
Q6
Feature: an undo button after deleting a file. Principle: Ease of learning → Undo lets users recover from a slip, so it matches error tolerance. Ease of learning is about how quickly new users pick up the interface.
Section C: Definitions
Q1
useability principles — Six criteria for judging an interface: accessibility, effectiveness, efficiency, error tolerance, engagement and ease of learning. Each feature of a design can be matched to one of them.
Section D: Fill in the Blanks
Q1
feature: alt text on images principle: accessibility
Q2
feature: search returns the right result principle: effectiveness
Q3
feature: one-tap checkout, fewer steps principle: efficiency
Q4
feature: confirm box before deleting principle: error tolerance
Q5
feature: tutorial for first-time users principle: ease of learning
Section E: Spot the Error
Q1
B — Alt text lets screen reader users understand images, so it supports accessibility, not efficiency. Line 2 should be 'Alt text -> accessibility'.
Q2
D — Efficiency is about completing a task with minimal time and effort. Fewer taps make the task more efficient, so the line should say 'more efficient'.
Q3
C — Effectiveness means the user can complete the task correctly. A booking that fails is not effective. It should read 'Booking works = effective'.
Q4
B — An onboarding tour helps new users learn the interface, so it matches ease of learning. Error tolerance is about recovering from mistakes.
Q5
A — Error tolerance needs a feature that prevents or recovers from mistakes, like a delete confirmation. Animated badges relate to engagement, so line 1 should be 'Feature: confirm on delete'.