7 Flashcards

(41 cards)

1
Q

Design process has ? 4

A
  1. Needs
    1. Design
  2. Implement
    1. Evaluate
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2
Q

Mistakes to avoid in NEED 3

A
  1. Building wO a need.
    1. Trial and error innova
    1. Desingng for “Me”
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3
Q

Usability ?
Usefulness?

A

1.** how easy user interfaces r to use
2. whether t
he system can be used to achieve desired goals**

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4
Q

Needfinding

A
  • is asking people to learn abt their goals n values to UNCOVER USER NEEDS
    • resembles ethnographic methods
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5
Q

/tools for Needfimding
4

A
  1. Market research
  2. Interviewing prospective users
  3. Direct observation
  4. Hybrid approach
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6
Q

Triangulation //

A

collect data through diverse methods

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7
Q
  1. Qualitative Methods VS Quantitative Methods
  2. FOTW
A
  1. QualITY// how peop. think and feel (Interview, focus group
  2. Quantitative //Numerical data
  3. FLy On The Wall, u observe from a distance
    - goal is observe m interactions nila without ur influence.2
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8
Q

Ethnography?

A

A qualitatIVE orientation that emphasizes the detailed observation(studying group of people, Sharing cultural traits)

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9
Q

EThnography : Guidelines for Observations 6

A

1 Cast aside ur BIAS
2. Note contradictions bet saying n doing
3. Listen to personal stories
4. Watch for work arounds
5. Distinguish Solutions vs. needs
6. Lok beyond the obvious

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10
Q

EThnography advantages3

A
  1. High demands
    1. Not well established as surveys experiments
  2. Hard to reproduce findings in other areas
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11
Q
  1. EThnography: Interview guidelines
A

1 Start in the MIDDle
2. use open ended ques

AVOID: How often, avoid yes or no ques

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12
Q

Participatory Design/CO_DESIGN //

  1. Personas?
A

approach that actively involves users,** equal collaboration between user and designer.**

  1. createpersonas who represents a trype of users(name, background)
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13
Q

Stages of Contextual Interview: 6

Stages of Contextual Interview: 6

A
  1. Introduction
  2. Kickoff
  3. Build Rapport
  4. Grand Tour
  5. Reflection
  6. Wrap-up
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14
Q

Stages of Contextual Interview: 6

Introduction

  1. Grand Tour
A

**- establish interview partmership
**- describe ur porpose
- their knowledge is important

2.** Explore details of their worl **both physical n mental.
2. 2ask them to act out scenario

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15
Q

Stages of Contextual Interview: 6

Kickoff
2. Build Rapport

A
  • make introduce themselves
  • -follow up query

2.1 - be patient, continue asking descriptive questions, tas reassure (Absolutely

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16
Q

Stages of Contextual Interview: 6

Wrap-up

A
  • Thank them, final thoughts daw, keep recorder rolling
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17
Q

LAST

  1. Needfinding
    1. Stroyboard
  2. Prototype
  3. DESIGNING EXPERIMENTS
A
  1. What people say n do
  2. Focus on task not user interface
    1. Extension of the story board
  3. How to run a design study
18
Q

an approach to UI dev ans sys dev
focus (Users, Their goals n tasks, The environment)

A

USER-Centered design

19
Q

6 Design Thinking

A
  1. Empathize
  2. Design
  3. Ideate
  4. Prototype
  5. Test
  6. IMplement
20
Q
  1. it ensures peoples needs are met, a design framewrd that develops solutions to problems
  2. The process of quicky puting togtehr a working model to test various desigsn/ a type of developement that is placed on deve. prototypes
A

Human- Centered Design
2. Prototyping

21
Q

4~ of Prototyping

A
  1. Throw-away Prototyping
  2. Evolutionary Pro
  3. Low fidelity Pro
  4. High Fidelity Pro
23
Q
  1. A pro that is dev from initial req BUT NOT USED for final project, some believe that this is a waste of time.USED TO UNDER. SYSTEM REQUIREMENTS
    - ADV: reduce project risk
  2. a pro that is consi to build a robust proto, n constatntyl improve
    - ADV: model can b used even when req is not defined
    - DIS: expensive, method used to avoid documenting the reqs, MANAGEMENt is req.
A
  1. THrow away Pro
  2. Evolutionary
24
Q

A pro. that is limited function n interacti. TO depicts concepts , they are **intended to demonstrate the general look and FEEL ** n SHOW gen. conpeqtual appro. without much investment

  1. Series of sketch. showi.** how user progress thru a task **using the device. often w scenarios
A
  1. Low-fidelity Prototyping
  2. STORYBOARD
25
# under low fide use post it, photo-copied widgets?. Dont be inhibited abt drawing ability
Sketching
26
PICTIVE Means? when? A pro that **repre core fucntionaity of the product** user interface. Fully interactivem can enter data. They trade pf speed for accuracy.
**- Pl**astic ****In or Co****terface f**In or Co**llaborative **Tech**nologyIniatives through VIDEO EXPLORATION - dev at BEllcore in 1990!! 2. HIGH fidelitypro
27
Low Fidelity VS High Fidelity
LOW-fidelity = Adv: mura, Address screen layout Issues, useful for identifying req DIS= limited error cheking High. fide= ADV: Fully interactive, user driven, final look n feel DIV= Time consuming , mahal
28
Do we need Prototyping? 2
1: they allws us to r**educe cost n time-**to-market of a system 2: the m**ethodologies provide a high level of reliability** in the sys design n implementation
29
**Designing interactive** products to **support the way people communicat**e and interact in their everyday and working lives 2. WHO "Every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters."
INTERACTION DESIGN 2. Jesse Garret 2010
30
1. user experience? 2. refers to the extent to which an interactive product i**s accessible by as many people as possible.**Companies like Google and Apple provide tools for theirdevelopers to promote this. The focus is on people with **disabilities**
1. how a product behaves n used by people in d real world 2. Accessibility (can be made from Assistive tech n Inclusive design)
31
1. approach where designers strive to make their products and services **accommodate** the widest possible number of people. An example is ensuring that smartphones are being designed **for all and made available to everyone**
inclusive design
32
refers to ensuring that interactive products are easy to learn, 2. Design principles?
Usability 2. derived from a mix of theory-based knowledge, used by interaction designers to aid their thinking when designing for the user experience.
33
Usability and User Experience Goals has 6
Effective to use (effectiveness) Efficient to use (efficiency) Safe to use (safety) Having good utility (utility) Easy to learn (learnability) Easy to remember how to use (memorability)
34
The Process of Interaction Design4
1. Discover- gather insights abt the problem 2. Define- area to focus upon 3. Develop - solutions 4. Deliver// solutions that worked finalized launched
35
“The best way to get a good idea is to get lots of ideas.”
Linus Pauling
36
What is Involved in Interaction Design 3
1. Expectation Management - pro**cess of making sure t**hat the **users’ expectations of the new product are realistic. ** 2. Ownership// - **who are involved and feel t**hat they have **contributed** to a product’s development 3. Participatory Design // - The idea is that instead of being **passive** receivers of new technological , **end users and stakeholders are active participants i**n the design process.
37
# Involved in Interaction Design John Gould and Clayton Lewis (1985) laid down three principles
1. Early focus on users and tasks 2. Empirical measurement 3. Iterative design
38
collective label, aim to resolve these concerns by integrating techniques and processes from **interaction design and those from agile methods.** 2. refers to the data collection and analysis activities necessary to characterize the users, their tasks,
AgileUX 2, User research
39
used to achieve a range of up-f**ront activities** including software architecture design as well as user research.
1. Iteration Zero
40
what is a design pattern? One simple definition is that it is a solution to a problem in a context; that is, a pattern describes a problem, a solution, and where this solution has been found to work.
41
a network of patterns that reference one another and work together to create a complete structure. 2. Design approaches that represent poor practice are referred to as __
Pattern Language 2. anti-patterns.