Begrepp Flashcards

1
Q

The double diamond of design consists of these four phases:

A

Discover, Define, Develop, Deliver

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2
Q

Stakeholders

A

The individuals or groups that can influence or be influenced by the success or failure of a project.

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3
Q

Participatory design

A

An overarching design philosophy that places the users as central actors in creating activities.

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4
Q

Memorability

A

How easy a product is to remember how to use, once learned

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5
Q

Accessibility

A

The extent to which all users can use a product. Including people with less than average abilities.

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6
Q

Efficiency

A

The way a product supports users in carrying out their task.

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7
Q

Effectiveness

A

How good a product is at doing what it is supposed to do.

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8
Q

Consistency

A

Designing interfaces to have similar operations and use similar elements for achieving similar tasks

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9
Q

Learnability

A

How easy a system is to learn to use.

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10
Q

Visibility

A

The importance of having information visible at all (or at least the right) time

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11
Q

Utility

A

The extent to which a product provides the right kind of functionality

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12
Q

Safety

A

Protecting the users from dangerous conditions and undesirable situations.

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13
Q

Gulf of execution

A

The difference between the user’s formulation of the actions to reach the goal and the actions allowed by the system.

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14
Q

Gulf of evaluation

A

The distance between the physical presentation of the system state and the expectation of the user.

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15
Q

What kind of error is a slip?

A

Errors that you make by accident or due to lack of concentration.

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16
Q

Constraints

A

Guides the users and stops them from making mistakes.

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17
Q

Mapping

A

The relationship between a control and the object that is being controlled.

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18
Q

Feedback

A

The user gets information about which action has taken place and what effect on the system the action had.

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19
Q

Affordance

A

The way an object look shows you how to manipulate it.

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20
Q

Radio buttons

A

The choices are mutually exclusive.

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21
Q

WIMP

A

The original Graphical User Interface.

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22
Q

Checkboxes

A

The choices are not mutually exclusive.

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23
Q

A widget is

A

A standardized display representation of a control.

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24
Q

Reliability

A

How well a method produces the same result on separate occasions

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25
Ecological validity
A special kind of validity that concerns how the environment in which an evaluation is done influences or even distorts the results
26
Interview schedule
A structured set of questions that guide the interviewer
27
Consent form
A document where the participant provides permission for how they will participate in the study and how they want their data to be used.
28
Information sheet
A document describing the purpose of the interview, the participant’s right to withdraw, and how data will be used after the study
29
A fit criterion
The measure of whether a requirement has been fulfilled
30
Requirement
A statement of what a product or systems should do or how it will do it.
31
Prototype
A way for stakeholders to interact with a design, and tests its suitability for their needs.
32
Low-fidelity prototype
A quick way to check the functionality and interaction of an idea
33
Usability testing
Evaluating a product or service by testing it with representative users.
34
Iterative design
Ideas will need to be revised, likely several times.
35
Aesthetic and minimalist design
Dialogs should not contain information that is irrelevant or rarely needed.
36
Flexibility and efficiency of use
Provide accelerators for the more proficient users
37
Visibility and system status
The system should always keep the user informed about what is going on.
38
User control and freedom
You should provide the user with clearly marked emergency exits to leave the unwanted states
39
Match between system and the real world
The system should speak the users’ language
40
Recognition rather than recall
Minimize the user’s memory load by making objects, actions and options visible
41
Interaction design
Design of interactive products that support the way people communicate in their everyday life.
42
User experience
How users feel about a product. Overall impression right down to sensual usereffects of small details.
43
Hedonic aspects of use
How stimulating the interaction is.
44
Pragmatic aspects of use
How simple and practical it is for the user to achieve their goals.
45
Inclusive design
Being fair, open and equal to everyone when designing. An approach where designers strive to make their products accommodate the widest possible number of people.
46
Assistive technology
A technology specialized for people with impairments.
47
Usability criteria
Criterias for a product based on the usability goals, for example time to complete a task (efficiency)
48
Design principles
Principles to guide designers towards thinking about different aspects of their designs.
49
Micro interactions
Moments of interactions between the user and the interface that despite being small have a big impact on the user experience
50
Expectation management
The process of making sure that the user’s expectations of a new product are realistic.
51
Crowdsourcing
The practice of engaging a ‘crowd’ or group for a common goal. It is powered by web 2.0
52
Design for error
Make it possible to make mistakes, for example by using forcing functions such as “Are you sure?”
53
Forcing function
A function to which a user has to answer before it is possible to continue with the current task in a system.
54
Command line interface
A text based user interface.
55
Graphical user interface (GUI)
A user interface that allows users to interact with systems through graphical components such as icons and menus.
56
Breadcrumb navigation
A navigational aid to help users keeping track of where they are located in an interface.
57
Usability specification
Summary of the findings from a usability test.
58
Validity
Validity is concerned with whether the evaluation method measures what it is intended to measure.
59
Heuristic evaluation
An evaluation method in which knowledge of typical users is | applied, often guided by heuristics, to identify usability problems.
60
Heuristics:
A set of usability principles cognitive
61
Probe
Follow-up question
62
Rapport
The relationship of mutual trust between the interviewer and the interviewee.
63
High fidelity prototype
A computer based interactive representation of the product with close resemblance to the final design.
64
Formative evaluations
Evaluations conducting during the design process to check that the product meets the users needs
65
Summative evaluations
Evaluations that evaluate the success of a finished product.