Year 9 · Y9.4 App Development · Lesson 2

Stretch tasks User interface design

Task 1

Quiz Challenge

A quiz game against four computer players, then short and long written answers.

  1. Quiz Blitz12 questions against the clock
  2. Quick Fire4 short answers
  3. Big Think2 long answers

About 20 minutes

Task 2

This or That

Pixel the cat asks 8 questions. Each has two answers: pick the right one.

  • Two answers to every question
  • A fish treat for every right answer
  • Streaks win Pixel shades, then a party hat

About 4 minutes

Task 3

Memory Match

Flip the cards two at a time to match each term card to its meaning card.

  • 12 cards: each term has a meaning
  • One peek at every card
  • Combo points for pairs found in a row

6 pairs, about 4 minutes

The games need JavaScript. Every question is below, with the answers at the end.

Read the lesson: User interface design

User interface design: the questions

Quiz Challenge, round 1: Quiz Blitz

  1. Which button label is the clearest?

    • Save changes
    • OK
    • Go
    • Submit thing
  2. After tapping Send, nothing seems to happen, so users tap again and send everything twice. Which principle is missing?

    • Simplicity
    • Forgiveness
    • Feedback
    • Consistency
  3. One tap on Delete removes a whole project, with no warning and no undo. Which principle does this break?

    • Feedback
    • Forgiveness
    • Consistency
    • Clarity
  4. Showing an error only by turning a box's border red works fine for everyone.

    • True
    • False
  5. Which THREE make an app more accessible?

    Tick 3.

    • Light grey text on white
    • Errors shown by colour only
    • Large tap targets
    • Labels on every control for screen readers
    • Text that works with larger font settings
  6. The back button is in a different place on every screen. Which principle is broken?

    • Simplicity
    • Consistency
    • Feedback
    • Forgiveness
  7. Which design suits an app for five-year-olds?

    • Dense tables of information
    • Big simple buttons, few words and instant feedback
    • Lots of small menus and settings
    • Long written instructions
  8. Put the steps of a simple usability test in order.

    Number these 1 to 4.

    • Note every place they hesitate
    • Give the app to someone who has never seen it
    • Give them a task to complete
    • Say nothing and watch
  9. Every extra button is another decision for the user.

    • True
    • False
  10. Why should destructive actions, such as deleting, ask for confirmation?

    • So a mistake can be caught before something is lost
    • To slow users down for fun
    • To show more adverts
    • Because every app store requires it
  11. What word means how easily a real user can achieve what they came to do?

  12. During a test, a user hesitates for a long time before finding a button. Whose problem is that?

    • The user's
    • The tester's
    • Nobody's
    • The design's

Quiz Challenge, round 2: Quick Fire

  1. Explain why an app should give feedback after every action. [2 marks]

  2. Give two ways to make an app usable for someone with limited dexterity or limited vision. [2 marks]

  3. An app for young children and an app for accountants need different designs. Explain one difference. [2 marks]

  4. Explain what forgiveness means in interface design. [2 marks]

Quiz Challenge, round 3: Big Think

  1. Explain how consistency, feedback and clarity would improve a school's homework app. [4 marks]

  2. An app's designer puts lots of features on every screen, so that users have plenty to pick from. Evaluate this approach. [6 marks]

This or That: tick the right answer

  1. Every action should give a visible response. Which principle is this?

    • Feedback
    • Simplicity
  2. An Undo button appears after you delete an email. Which principle does it show?

    • Forgiveness
    • Consistency
  3. A settings screen has 40 options. Which principle suffers?

    • Feedback
    • Simplicity
  4. Why should buttons be large enough to tap easily?

    • To fit more of them on the screen
    • To help people with limited dexterity
  5. Why should every control have a label?

    • So it looks more professional
    • So a screen reader can describe it
  6. Which suits an app for busy professionals?

    • Dense information and fast shortcuts
    • Huge buttons and very few words
  7. Someone uses their phone fixed sideways on a wheelchair. What should a good app do?

    • Insist on one way round
    • Work either way round
  8. What is the real test of an interface?

    • Ask your friends whether they like it
    • Watch someone new use it, in silence

Memory Match: match each term to its meaning

TermMeaning
A Consistency1 Every action gets a visible response
B Feedback2 The area you touch to press a control
C Clarity3 Fewer options, so fewer decisions
D Forgiveness4 The same action looks and works the same everywhere
E Simplicity5 Buttons say exactly what they do
F Tap target6 Mistakes can be undone
Answers

Round 1: Quiz Blitz

  1. Save changes A button should say exactly what it does.
  2. Feedback Every action needs a visible response, so the user knows it worked.
  3. Forgiveness Mistakes should be undoable, and destructive actions should ask for confirmation.
  4. False Some people cannot tell red from other colours. Never use colour alone: add words or an icon.
  5. Large tap targets; Labels on every control for screen readers; Text that works with larger font settings Accessible apps work for people with limited dexterity, limited vision, or who use screen readers.
  6. Consistency The same action should look and behave the same everywhere.
  7. Big simple buttons, few words and instant feedback Know your audience: young children need large, simple controls.
  8. Give the app to someone who has never seen it → Give them a task to complete → Say nothing and watch → Note every place they hesitate Watching silently shows the real problems. Helping them hides the very thing you are testing.
  9. True That is why simpler interfaces are usually easier to use.
  10. So a mistake can be caught before something is lost One accidental tap should never cost someone their work.
  11. usability Usability is measured by watching real people, not by asking the designer.
  12. The design's Wherever a user hesitates is a design problem, not a user problem.

Round 2: Quick Fire

    • So the user knows the action worked
    • Otherwise they may repeat it, such as paying twice, or get confused
    Model answer

    Feedback tells the user that their action worked. Without it they cannot be sure, so they may tap again and do it twice, such as paying twice, or simply get confused.

    • Large tap targets
    • Strong colour contrast
    • Text that works with larger font settings
    • Labels on controls for screen readers
    • Not using colour alone to show meaning
    Model answer

    Make tap targets large enough to hit easily, and make sure the text still works when the phone's larger font settings are switched on.

    • Children need big, simple controls, few words and pictures
    • Accountants need speed and lots of information on screen
    Model answer

    An app for young children needs big, simple buttons, few words and pictures, because they are still learning to read. An app for accountants can assume expertise and show lots of detailed information quickly.

    • Mistakes can be undone
    • Destructive actions ask for confirmation first
    Model answer

    Forgiveness means mistakes can be undone, and destructive actions such as deleting ask for confirmation first.

Round 3: Big Think

    • Consistency: the same layout, with buttons in the same place on every screen
    • Feedback: a message or tick when homework has been handed in
    • Clarity: buttons say exactly what they do, such as Hand in homework
    • So students make fewer mistakes and learn the app quickly
    Model answer

    Consistency means every screen uses the same layout, with the menu and back button always in the same place, so students learn the app once. Feedback means a clear message and a tick appear when homework has been handed in, so nobody wonders whether it worked. Clarity means buttons say exactly what they do, such as Hand in homework rather than OK. Together they make the app easier and less confusing, so students make fewer mistakes.

    • Many features can be powerful for expert users
    • Every extra option is another decision, which slows people down and confuses them
    • Beginners and children may struggle: designers must know their audience
    • Small screens get cluttered, with tap targets too small
    • Accessibility suffers
    • Better to show the main actions and tuck advanced ones into menus
    • Test with real users to see which features they actually use
    • A reasoned conclusion
    Model answer

    Lots of features can make an app powerful, and expert users may appreciate having more options to hand. However, every extra button is another decision, so the app becomes cluttered, slower to use and confusing, especially for beginners and children: designers have to know their audience. On a small phone screen, crowding means tiny tap targets, which also hurts accessibility. A better approach follows the principle of simplicity: show the few main actions clearly and put advanced options in menus or settings, then test with real users and watch where they hesitate. Overall, the approach is likely to make the app worse for most people.

This or That

  1. Feedback Feedback lets the user know that what they did worked.
  2. Forgiveness Forgiveness means mistakes can be undone.
  3. Simplicity Every extra option is another decision for the user, so fewer is usually better.
  4. To help people with limited dexterity Large tap targets help everyone, especially people who find small, precise taps hard.
  5. So a screen reader can describe it A screen reader can only describe a button that has a label.
  6. Dense information and fast shortcuts Professionals can be assumed to have expertise, so speed and density of information matter.
  7. Work either way round An accessible app works with the device turned either way.
  8. Watch someone new use it, in silence Wherever a new user hesitates is a design problem, not a user problem.

Memory Match

  • A 4 Consistency: The same action looks and works the same everywhere
  • B 1 Feedback: Every action gets a visible response
  • C 5 Clarity: Buttons say exactly what they do
  • D 6 Forgiveness: Mistakes can be undone
  • E 3 Simplicity: Fewer options, so fewer decisions
  • F 2 Tap target: The area you touch to press a control