1.3 Interaction Design and The User Experience Flashcards

(39 cards)

1
Q

Part of the process of understanding users is to be clear about the _____________ of developing an interactive product

A

primary objective

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2
Q

To identify the objectives it is suggested classifying them in terms of:

A
  • Usability
  • User Experience Goals
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3
Q

Traditionally, _____________ have been viewed as being concerned with meeting specific usability criteria (e.g., efficiency)

A

usability goalds

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4
Q

More recently, _____________________ have been concerned with explicating the nature of the user experience (e.g., to be aesthetically pleasing)

A

user experience goals

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5
Q

Usability goals are typically operationalized as _____________

A

questions

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6
Q

The purpose of _____________ is to provide the interaction designer with a concrete means of assessing various aspects of an interactive product and the UX

A

usability goals

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7
Q

Refers to ensuring that interactive products are easy to learn, effective to use, and enjoyable from the user’s perspective

A

Usability

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8
Q

Usability is broken down into the following goals:

A
  1. Effectiveness
  2. Efficiency
  3. Safety
  4. Utility
  5. Learnability
  6. Memorability
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9
Q

_________________ is a very general goal and refers to how good a product is at ding what it is supposed to do

A

Effectiveness

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10
Q

_______________ refers to the way a product supports the users in carrying out their tasks

A

Efficiency

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11
Q

_____________ involves protecting the user from dangerous conditions and undesirable situations

A

Safety

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12
Q

In relation to the first ergonomic aspect, ___________________, refers to the external conditions where people work

A

dangerous conditions

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13
Q

The second ergonomic aspect (_________________) refers to helping users in any kind of situation to avoid dangers of carrying out unwanted actions accidentally

A

undesirable situations

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14
Q

_________________ also refers to the perceived fears users might have of the consequences of making errors and how this affects their behavior

A

Undesirable situations

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15
Q

___________ refers to the extent to which the product provides the right kind of functionality so that users can do what they need or want to do

A

Utility

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16
Q

_____________ refers to how easy a system is to learn to use

17
Q

_____________ refers to how easy a product is to remember how to use, once learned

18
Q

A diversity of UX goals has been articulated in ID, which are:

A
  • Cover a range of emotions and felt experiences
  • Considered as subjective qualities and are concerned with how a system feels to a user
19
Q

________________________ are used by interaction designers to aid their thinking when designing for the UX

A

Design principles

20
Q

Five Design Principles:

A
  1. Visibility
  2. Feedback
  3. Constraints
  4. Consistency
  5. Affordance
21
Q

The more visible functions are, the more users will be able to know what to do next

22
Q

When functions are out of sight, it makes them more difficult to find and know how to use

23
Q

_____________ involves sending back information about what action has been done and what has been accomplished, allowing the user to continue with the activity/action

24
Q

_____________ is related to the concept of visibility — if you do not see any reaction after an action using a product, it is impossible for you to continue with the same or the next action

25
Forms of feedback available for ID are ________, ________, _________, _________, and a combination of these
audio... tactile... verbal... visual
26
The concept of _____________ refers to determining ways of restricting the kinds of user interaction that can take place at a given moment
constraining
27
A common practice in UI design is _____________ the function --- deactivated menu options, usually colored gray or dull
disabling
28
Note that physical constraints are sometimes _____________
ambiguous
29
This refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks
Consistency
30
A _____________ interface is one that follows rules --- using the same input action to highlight any graphical object at the interface (left button mouse click)
consistent
31
_____________ interfaces allow exceptions to a rule --- certain graphical objects can be highlighted only by using the right mouse button
Inconsistent
32
A problem with inconsistent interfaces is the _____________ --- it makes it difficult for users to remember and making users more prone to mistakes
arbitrary
33
Refers to designing operations to behave the same within an application
Internal consistency
34
Refers to designing operations, interfaces, and so on to be the same across applications and devices
External consistency
35
Refers to an attribute of an object that allows people to know how to use it
Affordance
36
To afford means "to give a clue" according to _____________
Norman (1998)
37
Norman suggests that there are two kinds of affordance:
Perceived and real
38
Physical objects are said to have ________ affordances --- like grasping. A door handle affords pulling, a cup handle affords grasping, a mouse affords clicking
real
39
UI that are screen-based are virtual and do not have real affordances --- they are better conceptualized as ___________ affordances, which are essentially learned conventions
perceived