HCI UNIT2 Flashcards

1
Q

designing interactive products to support the way people communicate and interact in their everyday working lives

A

intercative design

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2
Q
  • provides a manifestation of ideas, may it be product or a modification of an existing one
  • manifestation of design that allows stakeholders to interact with it and explore its suitability
A

prototype

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3
Q

a prototype can be

A
  1. paper-based outline of display
  2. collection of ready-made components
  3. digital picture
  4. video simulation
  5. complex hardware or software
  6. 3D mockup workstation
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4
Q
  • useful when discussing ideas with stakeholders
  • answer question and supports designers
  • influence the kind of prototype that is appropriate to build
  • allow designers to experience how their project will work when it will get completed
  • simulate how the application flow, test their performance and create a great user experience for applications and websites without writing even a single line of code
A

prototype

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5
Q

how to choose right prototyping tool?

A
  1. learning curve
  2. sharing
  3. usage
  4. ease of comfort
  5. cost
  6. fidelity
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6
Q

we have to analyze how easy is the tool to adopt

A

learning curve

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7
Q
  • collaborartion is key for design, we check how well suited it is for teamwork
  • tool should provide collaboration ability for multiple people to sync with each other
A

sharing

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8
Q

how well it fits your design process and other tools you regularly use

A

usage

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9
Q
  • in using the prototyping tool is essential for the designer to save time and help increase output
  • reduce the number of steps required for a designer to complete a task rather than increasing it
A

ease of comfort

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10
Q
  • There are many prototyping tools out there. But there is a catch with these tools, that they do not fit our budget.
  • be careful while choosing tools and not be blinded by the features
A

cost

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11
Q

refers to how closely it matches the look-and-feel of the final system. Fidelity can vary in the areas of:

  • Interactivity
  • Visuals
  • Content and commands
A

fidelity

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12
Q
  • test idea
  • simple, cheap, and quick to produce
  • does not look very much like the final product, nor does it provide the same functionality
A

low-fidelity

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13
Q
  • focusing on layout, information and interaction design
  • Limited functionality but clickable areas
    *
A

medium fidelity

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14
Q
  • the most important things are visual design, animation, and micro-interactions
  • more like the final product
  • looks more like the final product and usually provides more functionality than a low-fidelity prototype
A

high-fidelity

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15
Q
  • one example of low-fidelity prototyping that is often used in conjunction with
    scenarios
  • Consists of a series of sketches (screen or scene) showing how a user might progress through a task using the product under development
A

storyboarding

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16
Q
  • ofetn relies to hand-sketch
  • They don’t have to be anything more
    than simple boxes, stick figures, and stars
  • lements that might be required in a
    storyboard sketch includes:
    Digital devices people, emotions,
    tables, books, and so forth, and
    actions such as give, find,
    transfer, and write.
A

sketching