Useability principle: engagement
An engaging interface is pleasant and motivating to use, through visual appeal, interactivity and rewards, so users want to keep using it.
Understanding Useability principle: engagement in QCE Digital Solutions Unit 3
What it does: An event handler makes the interface respond to a click. This interactivity is a way to make an interface engaging. Engagement is about users enjoying the interface and being motivated to return, not about how many features it has. Visual appeal is how the interface looks: colour, layout, icons and imagery. A progress bar is feedback that rewards the user, not visual appeal. Interactivity means the user does things and the interface responds, which keeps them involved. Badges, points and streaks are rewards. They motivate users to keep coming back. Usability and engagement are separate. A plain, easy form may work well but give users no motivation to keep using it.
Common mistakes: Rewards keep users engaged because progress feels good. Subtracting points punishes the user. It should be score = score + 10. A comma is missing between the two arguments to print(). Showing the earned badge is a reward that motivates users, and it needs print('Badge:', badge) to run.
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This module's key terms are also in a printable crossword (Modules 128–176) and word search (Modules 15–176).
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