HCDD quiz 5 Flashcards

(18 cards)

1
Q

design thinking stage 1

A

empathize

what:
- understand PEOPLE (what they do, how they do it, and why they do it)
- understand their NEEDS (physical, emotional)
why:
- reveal insights/implications for design
how:
- engage & observe (primary research)
- background research (secondary research)

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2
Q

design thinking stage 2

A

define

what:
- ACTIONABLE problem statement
- POV relative to the problem space
why:
- shared POV with stakeholders
- critical to solve the RIGHT PROBLEM
how:
- agree on a LIMITED set of needs to address

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3
Q

design thinking stage 3

A

ideate

what:
- generate potential ways to address problem statement
why:
- avoid tunnel vision/solution-first thinking
- incorporate different perspectives
how:
- diverge & converge

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4
Q

design thinking stage 4

A

prototype

what:
- create artifacts to test ideas
why:
- prompt discussion with stakeholders
- test solutions
- generate feedback, new ideas
how:
- sketches, low/high-fidelity prototypes

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5
Q

design thinking stage 5

A

test

what:
- get user/stakeholder feedback on prototypes
why:
- refine prototypes, inform iteration
- learn about users/stakeholders
- REFINE problem statement

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6
Q

human mind’s 2 systems

A

one: automatic, unconscious, irrational, fast = used for ROUTINE decisions

two: controlled, conscious, rational, slow = used for IMPORTANT decisions

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7
Q

Ben Franklin tool

A

tool that helps system 2 ‘compete’ with system 1
1. make a pros & cons list
2. give each pro & con a weight
3. cancel out pros & cons that have equal weights

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8
Q

Decision matrix

A

tool that helps system 2 ‘compete’ with system 1
1. identify possible ideas/alternatives
2. figure out the criteria to evaluate these ideas
3. give each ‘criterion’ a weight
4. for each idea, score the criteria
5. calculate the WEIGHTED score for each ideas’s criteria

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9
Q

decision support systems

A

helps system 2 overcome system 1 (make better decisions)

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10
Q

persuasive systems

A

helps system 1 overcome system 2 (the impulsive decisions WE want people to make)

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11
Q

cognitive walkthrough

A

focus = ease of learning, exploration

give reviewer info on users, context, task details

assign reviewer a task

the designer guides the reviewer as they walk through the task

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12
Q

cognitive walkthrough 4 questions

A

the reviewer is trying to answer:
1. would the user understand what they’re supposed to do?
2. would the user notice if the correct action is available?
3. would the user associate the correct action with the intended outcome?
4. would the user interpret the response from the action correctly?

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13
Q

guided cognitive walkthrough

A

designer guides the reviewer who works through a scenario by using the prototype

designer uses a script to assess the most important system features

reviewer records positive/negative experiences, says aloud what they’re thinking

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14
Q

model human processor: 3 subsystems/modules

A
  1. perceptual: seeing/hearing
  2. cognitive: working memory, access to long-term memory
  3. motor: physical actions
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15
Q

model human processor

A

cognitive modeling method used to calculate how long it takes to perform a certain task

see/hear > process > determine response > respond

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16
Q

Fitts’ Law

A

predicts that the time to use a device to point at an object can be calculated using the distance from the target object and it’s size

the farther away/smaller the object, the longer the time to locate & point at it

useful to evaluate systems in which time to locate an object is important (e.g. safety systems)

movement STARTS fast but SLOWS as we approach th etarget

17
Q

Fitts’ Law factors

A
  1. time (duration) to move to target
  2. distance from pointer to target
  3. width of target
  4. start/stop time of pointer/user
  5. max speed of device/user
18
Q

Fitts’ law design implications

A

make click-targets BIG (maximize clickable portion)

target top & edge of screen to hit

menus: pop-up & pie menus are FASTER than pull down