ITEC 101 (SIR ROBBY) Flashcards

1
Q

Emotional interaction is concerned with
what makes people feel happy, sad,
annoyed, anxious, frustrated,
motivated, delirious, and so on, and
then using this knowledge to inform the
design of different aspects of the user
experience

A

EMOTIONAL INTERACTION

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2
Q

2 TYPES OF EMOTIONS

A

AUTOMATIC EMOTIONS / AFFECT
, CONCSIOUS EMOTIONS

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3
Q

Happen rapidly, typically within a fraction of
a second and may dissipate just as quickly.

A

AUTOMATIC EMOTIONS / AFFECT

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4
Q

Tend to be slow to develop and equally slow
to dissipate.

A

CONSCIOUS EMOTIONS /
REFLECTIVE / REFLECTION

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5
Q

Understanding how emotions work provides a way of considering how to design
interfaces and apps that can trigger affect or reflection in the user

A

EMOTIONAL DESIGN MODEL

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6
Q

The ________ focuses on the initial, instinctive reaction a user has to a
product or experience. Refers to making products look, feel and sound good.

A

VISCERAL DESIGN

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7
Q

The __________ focuses on the usability and functionality of the product
or experience

A

BEHAVIORAL DESIGN

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8
Q

The _________ focuses on the user

s emotional response to the product or
experience after they have used it

A

REFELECTIVE DESIGN

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9
Q

Expressive forms like emoticons, sound, icons, and
virtual agents have been used at the interface to

A

EXPRESSIVE INTERFAES

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10
Q

In many situations, interfaces may inadvertently elicit negative
emotional responses, such as anger.

A

ANNOYING INTERFACE

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11
Q

In many situations, interfaces may inadvertently elicit negative
emotional responses, such as anger.

A

Affective computing

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12
Q

is a subfield of artificial intelligence that focuses on
developing technologies that can recognize, understand, and
respond to human emotions.

A

Emotional AI

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13
Q

A diversity of techniques has been used at the interface level to draw
people’s attention to certain kinds of information in an attempt to
change what they do or think.

A

PERSUASIVE AND BHAVIORAL CHANGES

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14
Q

They include enticing, cajoling, or nudging someone into doing
something through the use of persuasive technology

A

PERSUASIVE AND BHAVIORAL CHANGES

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15
Q

is the attribution of human-like
qualities, characteristics, or behaviors to non-human
entities, such as animals, objects, or even abstract
concepts. This can include assigning emotions,
intentions, and consciousness to these entities as if
they were human.

A

Anthropomorphism

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16
Q

is the attribution of animal-like
qualities, characteristics, or behaviors to humans or
non-animal entities, such as objects or abstract
concepts

A

Zoomorphism

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17
Q

can help users to better
understand the functionality and purpose of
technology, as well as to communicate with it more
effectively

A

Anthropomorphism

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18
Q

A central concern of interaction design
is to develop interactive products that
are usable

A

GOOD AND POOR DESIGN

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19
Q

Designing interactive products to
support the way people communicate
and interact to their everyday and
working lives.

A

INTERACTION DESIGN

20
Q

Umbrella term for UI Design, Software
Design, Product Design, Web Design,
and UX Design

A

INTERACTION DESIGN

21
Q

refers to how a
product behaves and is used by people
in the real world

A

User Experience (UX)

22
Q

enabling the design team
to ask specific kinds of questions about
how the conceptual model will be
understood by the targeted users.

A

Orientation

23
Q

preventing the
design team from becoming narrowly
focused early on.

A

Open Mindedness

24
Q

Allowing the design
team to establish a set of common terms
that all can understand and agree upon,
reducing the chance of
misunderstandings and confusion
arising later.

A

Common Ground

25
provides a working strategy and a framework of general concepts and their interrelations
The conceptual model
26
are intended to provide familiar entities that enable people to readily understand the underlying conceptual model and know what to do at an interface.
Interface metaphors
27
People use ______ as analogies as a source for understanding and explaining to others what they are doing, or trying to do, in terms familiar to them.
metaphors
28
Where users issue instructions to a system. Typing in commands, selecting options, speaking aloud, gesturing, pressing buttons, or using combinations of function keys
INSTRUCTING
29
Where users have a dialog system. Users can speak via an interface or type in questions to which the system replies via text or speech input.
CONVERSING
30
Where users interact with objects in a virtual or physical space by manipulating them. Involves dragging, selecting, opening, closing and zooming actions on virtual objects, exploits user’s knowledge of how they move and manipulate in the physical world.
MANIPULATING
31
Where users move through a virtual environment or a physical space. Virtual environments include 3D worlds, and augmented and virtual reality systems. Physical spaces that use sensors-based technologies include smart rooms and ambient environments.
EXPLORING
32
To follow a paradigm means adopting a set of practices that a community has agreed upon.
PARADIGMS
33
_____ of the future are another driving force that frames research and development in interaction design.
VISIONS
34
Numerous theories have been imported into HCI, providing a means of analyzing and predicting the performance of users carrying out tasks for specific kinds of computer interfaces and systems.
THEORIES
35
One of the main benefits of applying such theories in interaction is to help identify factors (cognitive, social, and affective) relevant to the design and evaluation if interactive products
THEORIES
36
are typically abstracted from a theory coming from a contributing discipline that can be directly applied to interaction design
MODELS
37
Numerous frameworks have been introduced in interaction design to help designers constrain and scope the user experience for which they are designing
FRAMEWORK
38
comprises three interacting components: * The designer’s model- the model the designer has of how the system should work. * The system image – how the system actually works is portrayed to the user through the interface, manuals, help facilities, and so on. * The user’s model – how the user understands how the system works
The framework
39
the model the designer has of how the system should work.
The designer’s model-
40
how the system actually works is portrayed to the user through the interface, manuals, help facilities, and so on.
The system image
41
how the user understands how the system works.
The user’s model
42
enabling the design team to ask specific kinds of questions about how the conceptual model will be understood by the targeted users.
Instructing
43
Based on the idea of a person having a conversation with a system, where the system acts as a dialog partner. It encompasses a two-way system. A main benefit of conversing is that it provides interaction with a system that is familiar to users. A problem is that certain kinds of tasks are transformed into cumbersome and one-sided interactions. This is especially true for automated voice-based systems that use auditory menus. Users have to listen, make a selection, and repeat before accomplishing their goal.
Conversing
44
This form of interaction involves manipulating objects. Human actions can be imitated using physical controllers. Direct manipulation proposes that digital objects be designed at the interface so they can be interacted with in ways that are analogous to how physical objects in the physical worlds are manipulated
Manipulating
45
means adopting a set of practices that a community has agreed upon.
Paradigms
46
of the future are another driving force that frame research and development in interaction design
Visions