Exam Q Orre Flashcards

(29 cards)

1
Q

Frame the interaction of a microwave oven.

A

Input: Cold food

Output: Hot food

Controls: door, buttons

Display: digital display, sound, light inside

Receptors: Eyes (vision), Ears (sound)

Effectors: hand/fingers

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Somantic marker hypothesis?

A

Hyptohtesis that feelings in the body provoke emotion. Rapid heart rate = anxiety. Nausea = disgust. Important since during testing feelings can be provoked as a possible emotion. Located in the amygdala

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Affective ventriloquism?

A

When one sense can effecte the others. If something feels good to touch, it could affect the visuals of the object in a positive way.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Difference between correlation and causality?

A

Correlation: If two results correalate and shows the same results.

Causation: If, and if so only, how these results are connected. A+B? A->B? A<-B? A->B+C?

Example: People arriving to a train station and then the train arrives. The train didnt cause the people to arrive ant he people didnt cause the train to arrive. Both depend on a timetable.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Why is interaction important? (Especiallt experience design?)

A

Very soon user wont be satisfied with products that just work, user will expect easy-to-use, good looks and joyful experiencies.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Explain FF, Action and FB.

A

FF, Feedforward, implicates what the user should do. Semantic och direct.

Action, The action of the user.

FB, Feedback, What happens after the action is done.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Inherent FB?

A

That FB should be strongly connected to the action. Example a light-swith that lights up when switched.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Explain (i) Direct methods, (ii) Indirect methods, (iii) methods without the user.

A

Direct methods:

Unstructured interviews: Clear goal, no guidelines, unfamiliar context

Semi-structured interview: With guidelines, open-ended questions

Focus-group: Semi-structured interview with moderator. 6-10 persons. Time-effective.

Questionnaire: Closed yes/no/multiple choice questions. Quantitative data for ex validization

Diary: Info from user under a longer period of time.

Indirect methods:

Observation: Observe how the user interact with the product.

Shadowing: Observe and ask questions about how the user interact with the product.

Methods without users:

IDEO-cards

Try-it-yourself

Error-analysis

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

What is Neuro-plasticity?

A

Lasting change to the brain during an individual’s lifespan.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Difference between Affordance, Preceptual information and Percieved affordance?

A

Affordance: What an object can do. Example a flip button is switched, a knob is turned. Physical properties.

Perceptual information: What the object tells us: labels, colors etc.

Percieved affordance: Affordance is connected to physical things, as in digital interfaces we can look for something to give it percieved affordance. Example a shadow next to a button to make it look “pushable”.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Explain frontal lobe.

A

Front of the brain: motor skills, planning, execution

Damage leads to: paralyzis

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Explain temporal lobe:

A

Recognition of objects, faces, hearing

Damage leads to: hard to recognize objects, hearing problems

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Maslow’s pyramid?

A

Physical needs,

Safety,

Love and belonging,

Esteem,

Self-actualization

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

What traits are specific for the left/right brain?

A

Left: logic, mathematics, language, witing, reading

Right: creativity, art, personality, music

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Explain Why What How.

A

Why: Needs and demands of the user

What: What should be done, functionality of the system

How: How it should be done, what technologies etc.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

What is a Neuron?

A

Nerve-cell that recieves, processes and transmits singals in the body through Axons

17
Q

Three different definitions of Interaction Design and description.

A
  • Behaviorist: IxD is about defining behavior of artifacts, systems and environments.
  • Social: Facilitating communiaction between humans with product.
  • Technology: Making products useful, useable and pleasant.
18
Q

Explain Partial Lobe.

A

Top of the brain: navigation, self-awereness, object action, attention.

If damaged: navigation issues

19
Q

Synesthesia?

A

Means that senses are interconnected. Example: In Seatlle they built a waterfall in front of a highway. Seeing the waterfall combined with the highway made the noise of the highway more pleasant.

20
Q

Explain convergent afferent.

A

Two unique signal comes together to on new signal: for example heart attack.

21
Q

From a neuroscientific point of view: what should a designer include when designing a website to make it interesting?

A

Color, moving objects, contrast, evolutionary objects (faces).

22
Q

The five dimensions of Interaction Design:

A

1D: Words

2D: Visual representation

3D: Physical objects

4D: Time

5D: Behavior

23
Q

Cognitive and sensory overload? Explain

A

When one or more sensors is super-stimulated. Makes processing data harder. Better to split information over several senses.

24
Q

Explain difference between CLI-GUI-NUI:

A

CLI: Coding in console

GUI: Graphical representations

NUI: touch, voice, gestures

25
Explain Cognitive inhibition.
Brains ability to tune out stimuli that are irrelevant
26
Why is it important to consider neuroscience in design?
Knowing instead of guessing could save time and effort.
27
How did the approach to designing artifacts change during (i) digital revolution, (ii) information revolution?
Digital revolution: Physical & goal-oriented -\> Digital & goal-oriented Information-revolution: Digital & goal-oriented -\> Digital & Experience-oriented
28
Cingulate cortex?
Inner part of the brain responsible for decision making, monotoring, outcome prediction
29
The four interaction design approaches:
**User-centered design:** All about the user. Up to the designer to design according to users demands and needs. Users involved in the whole process. **Activity-centered design:** All about the activities, not the goal. **Genius design:** Design relying on the designers knowledge. If users are involved in the process it could be for validization. **System design:** Design of the system, objects, etc. Not the user.