Block 1 Flashcards

(50 cards)

1
Q

Interaction Design

A
  • Users
  • activities
  • environment
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2
Q

Good interaction

A
  • Usability (How easy to use and learn interface)

- User Experience (How good the users experience of the interface is)

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3
Q

User

A
  • someone who will use the interface
  • need to understand who the user will be.
  • characterised by their background and preferences
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4
Q

Activity

A

What a user wants to do shapes activities

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5
Q

Environment

A
  • where the interface will be used
  • Different environments can affect the product
  • Social environment is important to consider too.
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6
Q

User-centred design

A

Core-approach of interaction design (A good product is designed around users)

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7
Q

Establishing requirements

A
  • A requirement is a need that particular interactive product must satisfy
  • Requirements depend on:
    • characteristics of users
    • activities they will perform
    • environment in which user interacts with the product
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8
Q

Designing Alternatives

A
  • Trying alternative designs enables designers to explore ways of satisfying the requirements
  • This is an essential and creative part of the process
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9
Q

Prototyping designs

A

Designers need to prototype the most promising designs to produce models

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10
Q

Evaluating Prototypes

A
  • Enables designers to assess limitations of particular design
  • find out if prototype meets requirements
  • identify new requirements
  • establish any changes to existing requirements
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11
Q

Design process

A

Three key characteristics -

  • Iteration
  • Usability and user experience
  • User involvement
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12
Q

Iteration

A
  • Repeating evaluation and redesigning key features of design process
  • Leads to better understanding of requirements
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13
Q

Usability and User experience

A
  • How usable a product is and how users experience the product
  • Ideally, designers should identify requirements for these at start of the project
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14
Q

User involvement

A

Critical in helping designers understand design context, and identifying possible design solutions

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15
Q

Goals of Interaction design

A
  • Effectiveness
  • efficiency
  • safety
  • utility
  • learnability
  • memorability
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16
Q

Effectiveness

A

Does product enable the user to easily accomplish task for which it was designed?

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17
Q

Efficiency

A

Does the product enable the user to accomplish the task quickly, with minimum number of steps?

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18
Q

Safety

A

Does the product minimise user errors and if they do make errors, can they recover quickly?

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19
Q

Utility

A

Does the product offer functionalities the users need to complete a particular task?

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20
Q

Learnability

A

Is it easy to learn how to use the product?

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21
Q

Memorability

A

Is it easy to remember how to use the product?

22
Q

Usability Goals

A
  • Measurable goals : Usability goals can be assessed and measured
  • Goals must be prioritised : For certain products some goals more important than others
  • Meeting goals may be challenging : Characteristics of users, their activities and context in which they operate can make it challenging to achieve certain usability goals
23
Q

Design principles

A
  • Perceivability
  • Consistency
  • Affordance
  • Constraints
  • Feedback
24
Q

Perceivability

A
  • Perceivability is an extension of visibility
  • Experience of any interactive product passes through our sense first
  • More prominently an element of an interface engages users senses, the easier it is for the user to perceive the element
25
Assessing Perceivability
- How strong and distinct is the visual, tactile, auditory or olfactory stimulus? - How is the element presented in the context of the interface? - Which senses is the user able to use? - How does the users mind respond to external stimuli? - What is a users cultural background? - In what kind of environment is interaction taking place?
26
Consistency
- Receiving inconsistent responses in interaction can lead to failure or confusion - Elements of an interface need to be designed and organised with consistency and interacting with them needs to yield constant outcomes
27
Affordance
- The way in which we perceive characteristics of an object - Signals the way in which an object can be used - Always important to design interactive product so characteristics of its interface clearly communicate possibilities for interaction that the product offers - Affordance described as special form of consistency between characteristics of an interface and characteristics of a user
28
Constraints
When interactive options and functionalities of an interactive product are temporarily restricted
29
Feedback
- Feedback is of critical importance as it lets users know they have interacted with the system successfully - Main difference between feedback and outcome is that feedback is just an acknowledgment of interaction, outcome is the effect of that interaction
30
Designing for different users
- Physical capabilities - sensory capabilities - cognitive capabilities
31
Physical capabilities
- Do users require certain dexterity in hands or limbs to operate product or require force? - Is there any other physical capabilities we should keep in mind?
32
Sensory Capabilities
- How well can users perceive input to their sense? - Are users likely to have good vision? - Is their hearing ok? - What about their other senses?
33
Cognitive capabilities
- Are users able to process level of info required by the device? - How can they use the info gathered through their senses to help them make decisions? - Will it take them too long to learn something? - How are they likely to respond emotionally?
34
Nature of activity
- Capabilities should be viewed in context of actual activities carried out during interaction - Physical environment may have significant effect
35
Production context
Means the setting in which interactive product is developed, both at project level, and as part of company's product strategy
36
Project shareholders
- Users - Primary shareholders - Beneficiaries - People who may benefit from project, or conversely, negatively - Contributors - People who need to make time, energy or other resources available - Decision makers - People may control resources you need to make progress with project
37
Wider settings
- Sometimes design involves more that one organisation - Sociocultural - Companies have different ways of working that may shape process - Organisational - At organisational level, given interactive product may be conceived as part of product line or portfolio, therefore choices may be influenced - Economic - Size and wealth of a company may in turn affect resources available for given project
38
Gathering data
- Asking the users - Observing the users - Matching methods to questions - Ask - Observe
39
Asking the users
- Ask users and stakeholders to talk about experiences, habits, opinions etc. - Use questionnaires or interviews
40
Observing the user
- Observe users or stakeholders in different situations | - Naturalistic or controlled setting
41
Matching methods to questions
Different methods provide different kinds of info, and matching designer's questions to method or enquiry is crucial
42
Ask
- Individual or group - more or less structured - face-to-face or by correspondence - numeric or descriptive data
43
Observe
- Individual or group - Naturalistic or controlled - direct or indirect - numeric or descriptive data
44
Output of design ideas
- Wide range of Sketching and prototyping techniques - Some focus on capturing design context by sketching typical users, actions or settings - Other approaches focus on capturing designs by sketching or prototyping interfaces and interactions - Prototypes either low fidelity or high - Designers might also use higher tech prototypes that only focus on specific aspects of interaction
45
Why sketching and prototyping important
- Reflecting on design context - investigating requirements - exploring design alternatives - evaluating
46
Reflecting on design context
- Designers sketch design context as well as potential designs - Helps them consider users, activities and environment as well as collective understanding
47
Investigating requirements
- Sketches and prototypes also allow designers to investigate requirements - Allows users to check requirements and also find new ones
48
Exploring design alternatives
- Exploring different ways of meeting requirements | - Different ways of meeting requirements is key function of design
49
Evaluating
- Allow prospective users to engage with designs and provide feedback
50
Iteration and interrelated activities
- Activities of evaluating and gathering info go hand in hand - Establishing requirements and evaluation concerned with design context, users needs and interaction - Designing and prototyping concerned with designers conceptualisation of interaction - Each time we evaluate prototype requirements, we are refining requirements - Having refined them, they can be used to develop new prototypes, which can then be evaluated and so on