LECTURE 6 Flashcards

(47 cards)

1
Q

is the structure that supports the visual components of
an interface

A

The Layout

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2
Q
  • it works opening the pads where the site can ship the
    group around and make sense of the information
A

The Layout

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3
Q

it also helps the content to highlight what is the most
important data

A

The Layout

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4
Q

this is also reflected in more test accomplishment and
more time on the side or engagement

A

The Layout

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5
Q

relates to objectives reflected in a
good user experience that is why we can say that a
correct layout makes the user mind what he is looking for

A

a good layout design

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6
Q
  • offers a different stance from both multi-channel and
    cross-media
A

Cross Channel UX

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7
Q

has argued that ‘the job
of the designer is now not just to design the device, the
software, and the way you interact with it, but to design
the whole experience of the service so it is coherent and
satisfying’.

A
  • Gillian Crampton-Smith (2004)
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8
Q

has moved from designing a website or an app to
do a single thing to designing a service.

A

ux

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9
Q

concerned not just with the details of
the user interface or how a website works but with
providing a service

A

ux designers

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10
Q

is a sequence of
interactions that constitutes a whole or more abstract
achievement

A

Service

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11
Q

important for service design.

A

time dimension

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12
Q

Elements of UX

A
  • Strategy
  • Scope
  • Structure
  • Skeleton
  • Surface
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13
Q

conceptualized the
development of websites in terms of five elements

A
  • Jesse James Garrett (Garrett, 2003)
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14
Q

This led to a famous figure that was widely adopted as
a guide to good web design

A

Elements of UX

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15
Q

the most abstract or hardest from implementation

A

Strategy Plane / Bottom Layer

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16
Q

concerned with understanding the overall objective of
the interactive system or service

A

Strategy Plane / Bottom Layer

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16
Q

the nature of the people who will be using it and what
their needs and desires are

A

Strategy Plane / Bottom Layer

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17
Q

the nature of the people who will be using it and what
their needs and desires are

A

Strategy Plane / Bottom Layer

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18
Q

the emphasis is on functionality or what the system will
enable people to do and on content or the information
that the system will hold

A

Scope Plane / Second Layer

19
Q
  • covers information architecture
A

Structure Plane / Third Layer

20
Q
  • also includes specifying the interaction design the data
    flows and allocation of function between user and
    system
A

Structure Plane / Third Layer

21
Q

concerned with information design, navigation design,
and interface design

A
  • Information Design
22
Q

Might also consist of many modalities including sound
and touch

A

Surface Plane / Final Layer

22
Q

Called as Visual Design by Garett

A

Surface Plane / Final Layer

23
We call this representational design
Surface Plane / Final Layer
24
* This element of design is concerned with the aesthetics of the design
Surface Plane / Final Layer
25
Consistency and appropriateness of the presentation are critical here
Surface Plane / Final Layer
26
* a key step in the process of user interface design that answers the question
Conceptual Design
27
* This is the part of the system design that brings the designer’s mental model
Conceptual Design
28
* It is a theme, notion, or idea with the purpose of communicating a design vision about a system or product
Conceptual Design
29
part of the design process after you have a clear grasp of the problem and your users’ needs
Rapid Prototyping
30
a structured technique for encouraging individuals to come up with ideas for a design
Sketch (Sketching)
31
* the focus is on the design of individual screens not the interface mechanics
Sketch (Sketching)
32
will be useful in defining and refining test organization, conceptual ideas, and the general layout of screens
sketch
33
should be an entity that has enough of a general look to suggest the functionality, interaction, and layout of screens
* hand sketch
34
also suitable for use by entire development team giving everyone a sense of what the real design issues
sketches
35
require no large investment of time and money
sketches
36
can also be quickly modified and iterated as many times as necessary because there has been no emotional investment in code and the status queue
sketches
37
wrap approximations and often yield more substantive suggestions or critical comments than actual screen drone versions
screen sketches
38
used to define a systems requirement
sketches
38
* Concept sketches by two different designers are diversions, when the two work together to combine ideas from each separate sketches
Convergence
39
a visual schematic blueprint or template of a screen or web page design in an interaction design
Wireframes
40
a skeletal representation of screen or page layout of interaction objects such as tabs menus buttons dialog boxes displays and navigational elements
Wireframes
41
on screen content and behavior but not graphical specifics such as fonts colors or graphics
purpose of wireframes
42
the basis for iterative rapid prototypes
wireframes
43
are the blueprint for design
wireframes
44