Midterm Review Flashcards

1
Q

HCD

A

Human Centred Design; focused on designing for human needs, limitations and contexts in mind

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2
Q

HCI

A

Human Computer Interaction; optimizing the way humans interact with systems

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3
Q

Norman Doors

A

Doors with misleading design, causing users to push/pull incorrectly

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4
Q

Good design involves ____ and ____

A

discoverability; understanding

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5
Q

What decade did HCD become a concern?

A

1980s

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6
Q

4 Principles of HCD

A

People-centred
Find the right design problems
Systemic approach
Small and simple interventions

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7
Q

HCD and HCI together are ____

A

interaction design

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8
Q

What is interaction design?

A

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

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9
Q

Mental Models

A

Internal representation/cognitive frameworks

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10
Q

What happens if Mental Models don’t align with reality?

A

People become confused, frustrated, angry, find workarounds and give up using things

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11
Q

What are New Concepts?

A

They establish new ways of interacting with things

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12
Q

Metaphors

A

Help people access existing mental models and use them when interacting with things based on new concepts; desktop

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13
Q

Library Search Terminal

A

Search for and retrieve relevant indexed information resources

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14
Q

Gulf of Execution

A

Revisit mental models
Figure out how a device/interface operates
Act

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15
Q

Gulf of Evaluation

A

Assess system feedback and communication
Compare actual outcomes with expected
Assess next steps

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16
Q

FeedForward

A

Information that helps users execute actions

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17
Q

FeedBack

A

Information that helps users evaluate actions

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18
Q

7 Fundamental Principles of Interaction Design

A

Affordances- what users allowed to do
Constraints- opportunities and limitations for users
Discoverability/Visibility- clear signs and cues to show what user can do
Signifiers- communicate what actions possible and where
Mappings- establish what navigation systems are allowed
Feedback- communicates the outcomes of user’s actions
Conceptual Model- a high-level description of how a system is organized/operates

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19
Q

Conceptualizing Interaction

A

“Translate” human-interactions into design concepts

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20
Q

4 Key Components of a Conceptual Model

A
  1. Metaphors and Analogies
  2. Task Domain Objects (eg. Home button on iPhone)
  3. Relationship between Task Domain Objects
  4. The Mappings between concepts
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21
Q

5 Types of Interaction

A

Instruct, Converse, Manipulate, Explore, Respond

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22
Q

Design Thinking

A

Methodology used by designers to solve complex problems, and find desirable solutions for clients

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23
Q

5 Steps of Design Thinking Process

A

empathize, define, ideate, prototype, test

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24
Q

Empathize stage

A

Identify users and understand their goals, achieved through exploratory research, make sense of data through mental models, divergent thinking

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25
Define
Synthesize insights, define the problem, create a problem statement
26
Ideate
Exploring ideas to solve the problem, brainstorming
27
Approaches in Ideate
Storyboard, brainstorm, user-flow
28
Information Architecture
Focus on navigation, labelling, structuring content for efficient user-interaction
29
6 Gestalt Laws
1. Similarity 2. Continuity 3. Proximity 4. Closure 5. Common Region 6. Good Figure
30
Different Accessibility Concerns (5)
Colour-contrast, Text Readability, Keyboard Navigation, Screen-Reader Capability, Alternative Input Methods
31
ARIA
Accessible Rich Internet Applications
32
WCAG
Web Content Accessibility Guidelines
33
Directly vs Indirectly Exploratory Research
Directly- Observations, interviews, surveys Indirectly- Product reviews, social media posts, secondary data
34
Problems with Design Thinking
Laundry list of what should be involved, a feeling that most devices/interfaces look the same
35
Mental Model versus User's Journey
Mental Model: How user imagines the interaction (expectation) User Journey: frequent tasks, problems and workarounds (reality)
36
What is an Empathy Map?
A chart based on 4 labels about users: says, thinks, feels, does. Should include insights like what users want to know, notes about mismatched mental modes, benefits of product, pain points
37
What is an Experience Map?
Understand a specific experience from the user's perspective, like pregnancy Highlights the phases that users go through
38
User Journey: Tasks
Should be representative Will likely have a set of sub-tasks Frequency, importance and/or experience-based
39
User Journey: Scenario
Immediate context in which interactions happen Based on a frequent problem, user's goals and representative task
40
User Journey: Expectations
Based on user's mental models User's expectations on how interactions should happen (e.g., features, actions and feedback)
41
User Journey: Phases
Represents the steps and actions required to complete tasks. Highlights the features utilized, the problems encountered, and the workarounds implemented to address these problems
42
User Journey: Insights
An analysis of your user's interactions Based on gaps between mental models and experiences with your technology Preliminary assumptions for why users encounter problems and possible ways of solving these problems
43
Affinity Diagram
Aims to identify recurring problems, needs, and goals as perceived by multiple stakeholders, including designers, developers, researchers, and product managers
44
Scenario-based Design
Maps interactions and events throughout a typical day, identifying when users allocate time to complete tasks using the technology
45
What does Scenario-based Design aim to do?
Aims to highlight problem-solving, decision-making, workarounds, and situations that trigger the user to engage with the technology
46
Jobs-To-Be-Done Framework
Focuses on task analysis by detailing the actions users take while completing tasks. Describes a sequence of steps (i.e., processes) commonly observed when users interact with a specific technology.
47
What are Personas?
Recurring characteristics, expectations, how you will solve the problems, other relevant info
48
Ideation Goals
Expand your design goals into list of features, functionalities and layout changes.
49
Approaches to Ideation
Brainstorming, Storyboarding, User Flow/Flowcharts
50
Interfaces are categorized based on:
Function- intelligent/adaptive Input/Output- touch/voice/gesture Interaction- command-based, GUIs, multimedia
51
Guidelines for Interface Design (3)
1. Information Architecture 2. Gestalt Laws 3. Interface Design Manuals
52
Structural Approaches (3)
* Hierarchy (Top-down): Information is structured in levels, from broad to specific. * Database (Bottom-up): Information is organized based on user queries and relationships. * Hypertext (Nonlinear): Information is interconnected through links, allowing flexible navigation.
53
IA Labelling
Utilizes index-terms such as keywords, tags and headings to support efficient searching
54
IA Navigation
Helps users understand their current location and available options within an interface
55
Interface Design Manuals
IBMs Carbon Design Apple's Human Interface Guidelines Google's Material Design
56
4 Frequent Design Issues
Confusing Interaction Design, Inconsistent Input Patterns, Cumbersome & Sluggish Controls, Cognitive Load & Frustration
57
6 Key Components of a Usability Test Protocol
Objectives and research questions, participant criteria, usability test format, task(s), metrics to collect, post-test evaluation
58
What do metrics measure?
Effectiveness, efficiency, satisfaction, engagement and learnability.
59
Popular Metrics in Usability Testing
Task success rate, time on task, error rate, completion rate, user satisfaction ratings
60
What are the 6 dimensions of a NASA-TLX survey?
Mental demand, physical demand, temporal demand, performance, effort, frustration
61
Formative evaluation
Conducted throughout the development process to refine prototypes.
62
Summative evaluation
Conducted post-launch to assess real-world usability and performance.
63
What are the 3 study design types for experiments?
Within-participants, between-participants, or matched participants
64
Within-participant testing
Participants experience all conditions (e.g. testing two different UI layouts with the same users.)
65
Between-participant testing
Different groups experience different conditions.
66
Matched participants testing
Participants are paired based on characteristics (e.g., expertise, gender).
67
What is A/B Testing?
A between-participants experiment where users are randomly assigned to different product versions.