Last minute revision Flashcards
(39 cards)
1
Q
Design Principles
A
- Perceivability
- Consistency
- Affordance
- Constraints
- Feedback
2
Q
Interaction Design Process
A
- Iteration
- Usability and user experience
- User involvement
3
Q
Scenarios
A
- Establish requirements
- Informal stories
4
Q
Personas
A
- Description of fictitious people
- Add details and photos
5
Q
Data Gathering
A
- Interviews
- Focus Groups
- Questionnaires
- Direct observation in the field
- Direct observation in controlled lab
- Indirect observation
6
Q
Goals of interaction design
A
- Effectiveness
- Efficiency
- Safety
- Utility
- Learnability
- Memorability
7
Q
Usability goals
A
- Measurable goals
- Goals must be prioritised
- Meeting goals may be challenging
8
Q
Stakeholders
A
- Users
- Beneficiaries
- Decision makers
- Contributors
9
Q
Cognitive capabilities
A
- Attention
- Perception
- Memory
- Learning
- Reading, speaking, listening
- Problem solving, decision making, reasoning
10
Q
Design context questions
A
- Activity?
- Physical environment?
- Tech or Device?
- Social context?
- Cultural context?
- Legal context?
11
Q
Considerations for data requirements
A
- Type
- Scope
- Updating
- Storage
- Accuracy
- Value
- Sensitivity
12
Q
Seven ethical principles
A
- Act in best interests of everyone
- Be honest with everyone
- Do no harm and if possible provide benefits
- Act with integrity
- Avoid conflict of interests
- Respect privacy, confidentiality, anonymity
- Provide all resultant data
13
Q
Establishing requirements
A
- Personas
- Descriptions of activities
- Textual representations
14
Q
Conceptual model of the product
A
- Metaphors and analogies
- Concepts and tasks
- Interrelationships between concepts
- Mappings between concepts and user experience
15
Q
Key interface concepts
A
- Symbolic vs Direct manipulation
- Embodied interaction
- Multiple platforms
- Context awareness
16
Q
Core principles of direct manipulation
A
- Continuous representation of objects
- Rapid reversible incremental actions
- Physical actions and buttons instead of complex syntax
17
Q
Context awareness devices
A
- Accelerometer
- Gyroscope
- Magnetometer
- GPS
- Proximity sensor
- World-facing camera
- User-facing camera
- Microphone
- Wi-fi
- Bluetooth
18
Q
Conceptual model of the interactive product
A
- Main concept that underlies product. Could be a metaphor
- Type of tasks or activities user expected to carry out
- Important aspect of user experience
19
Q
Interaction design framework
A
Idea : Metaphor: Model : Display
Error : Scenario : Task : Control
- Top row overview
- Bottom row details
20
Q
Why evaluate
A
- Business reputation
- Financial success
- Being relevant in complex world
- Keeping up with tech
21
Q
Any data given must -
A
- Be used fairly and lawfully
- Used for limited, specific purposes
- Accurate
- Kept safe and secure
22
Q
Making sense of data
A
- Analysis
- Interpretation
- Presentation
23
Q
Analysis
A
- Collate the data
- Analyse and summarise data
- Review the data
24
Q
Interpretation
A
- Finding causes for usability problems and rating them
- Prioritising issues
- Propose changes to address problems
25
Presentation
Best way of presenting data decided by seeing what data is gathered
26
Working with quantitative data
- Tabulations, charts and rankings
- Descriptive statistics
- Inferential statistics
27
Working with qualitative data
- Identifying recurring themes and patterns
- Categorising data
- Analysing critical incidents
28
Planning evaluation with users
- Determine goals and questions
- Choose approach and methods
- Plan data collection
- Address practical issues
- Consider ethical issues
- Plan how to analyse, interpret and present data
- Assemble materials needed to support evaluation
- Run pilot studies
29
Address practical issues
- Who
- What
- Where
- How
- Any constraints
30
Cognitive walkthrough
- Will user know what to do?
- Will users see how to do it?
- Will users understand feedback?
31
Some interface types
- Command based
- GUI
- Virtual reality
- Mobile
- Speech
- Touch
- Haptic
- Tangible
- Wearable
32
Benefits/Problems interaction design
- Good - minimise mistakes with safety critical equipment
- Speed up frequently performed operations
- Bad - Interactive products error prone
- Slow, inefficient interactions with product
33
Use for Scenario
- Establish requirements relating to activities and interactions
- Used as prototyping tools
34
Observing users benefits/disadvantages
- Observation reveals what people actually do
| - Actions may not explain why users do what they do
35
Ask users benefits/disadvantages
- Simplest way to find out about them
| - Sometimes what they say isn’t what they mean
36
User experience goals
- Motivating
- Helpful
- Exciting
- Enjoyable
37
Digital divide
- Gap between those with access and those without
| - Lack of knowledge, lack of resources
38
Conceptual model of interaction
- Environment
- Actions
- Concepts/objects
- UX goals
39
MVP ( Minimum viable product)
- Create product with minimum features for viable product
- Allows faster release
- Iteration and evaluation