Ui/Ux (Prelims) pt 1 Flashcards

(111 cards)

1
Q

Is the artsy side of design

A

Aesthetic Design

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2
Q

Main purpose is to convey a messageMain purpose is to convey a message

A

Aesthetic Design

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3
Q

Is the practical side of design

A

Functional Design

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4
Q

Main purpose is to get things done easily

A

Functional Design

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5
Q

is where Function and Form meet in the middle

A

UI/UX Design

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6
Q

make sure a product is user-friendly

Help end-users prevent mistakes

A

UI/UX ENGINEERS

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7
Q

Lead the users into the primary intention of the product

A

UI/UX Engineers

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8
Q

Helps the end-user prevent mistakes

A

UI/UX Engineers

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9
Q

Is a field of research

Cross-over of cognitive science, human factors engineering, and computer science

A

HCI

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10
Q

What does HCI mean

A

Human-computer interaction

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11
Q

Computers back then are generally used for

A

computational purposes (warfare, business, etc)

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12
Q

many scholars got interested in studying it in the _____ and __________

A

70’s and 80’s

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13
Q

Who made computers accessible for everybody

A

Steve Jobs

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14
Q

primary focus of HCI in its infant stages was

A

usability

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15
Q

slogan/mantra was coined by the community:

A

“easy to learn, easy to use”

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16
Q

Initial Applications of HCI

A

Visualization

Information Systems

Collaborative Systems

System Development Process

Design

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17
Q

Modern HCI Applications

A

User Behavior

Social and Organizational Computing

Accessibility

Mobile Computing

eCommerce

and many more

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18
Q

HCI established itself as a

A

community of communities

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19
Q

HCI was first introduced on______

A

First introduced by Apple on their Macintosh

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20
Q

HCI left a huge footprint on ________________

A

making computers even more accessible to people

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21
Q

HCI Manifesting Today (cont.)

A

Use in Augmented Reality / Virtual Reality

Generative AI

Web3 Technologies, especially Cryptocurrencies

Mobile-responsive applications, websites, and other online peripherals

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22
Q

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

A

Interaction design (ID)

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23
Q

Many products that require users to interact with them, such
as smartphones and social networking sites, have been designed __________________

A

with the user in mind

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24
Q

Others, such as switching from viewing a rented movie on
your Smart TV to watching a sports channel, have not
necessarily been designed with the users in mind – but have
been engineered primarily as ___________

A

systems to perform set functions.

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25
One main goal of interaction design
Reduce the negative aspects of user experience, while enhancing the positive ones
26
it is about developing interactive products -- that are easy, effective, and pleasurable to use -- from the users' perspective.
Interaction Design
27
Interaction design is increasingly being accepted as the
umbrella term
28
A number of terms have been used to emphasize different aspects of what is being designed, including:
user interface (UI) design software design user-centered design product design web design user experience (UX) design interactive system design
29
To know what to design you need to take into account
who the users are how the product is used what activities are being carried out (by the users) where the interaction is taking place
30
What to design?
make choices based on an understanding of the users.
31
concerned with the theory, research, and practice of designing user experiences for all manner of technologies, systems, and products
Interaction design (ID)
32
concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them
Human computer interaction (HCI)
33
ID is mostly carried out by
multidisciplinary teams
34
designers need to understand
how people act and react to events and how they communicate and interact with each other
35
Benefits of bringing together people with different backgrounds and training
potential of many more ideas being generated, new methods developed, and more creative and original designs being produces
36
Interaction design is a
process
37
Focused on discovering requirements, designing to fulfill requirements, producing prototypes and evaluating them
Interaction design
38
There are many fields of design:
graphic, architectural, industrial, and software
39
The Design Council of the UK captures these in the
double-diamond of design
40
What are the 4 stages in the double-diamond of design
discover Define Develop Deliver
41
Designers try to gather insights about the problem
Discover.
42
Designers develop a clear brief that frames the design challenge
Define.
43
Solutions or concepts are created, prototyped, tested, and iterated
Develop.
44
The resulting project is finalized, produced, and launched
Deliver.
45
Knowledge based discipline
Academic discip0line
46
makes the right side of our brain work
Design practices
47
Makes both side of our brain work
Interdisciplinary overlapping fields
48
What is the current user experiience? Why is change needed? How will this change and/or improve the situation?
Understanding the problem space
49
Make the users active stakeholders More likely to forgive or accept problems Can make a big difference and success of product Involve users to take ownership:
Importance of involving users
50
Members of the design team can be:
Full-time: Part-time: Short term: Long term:
51
constant input, but lose touch with users
Full time
52
Patchy input and very stressful
part time
53
inconsistent across project life
short term
54
consistent but lose touch with users
long term
55
What are the basic activities of interaction design
Discovering Requirements Designing Alternatives Prototyping Evaluating
56
Focused on delivering something new about the world and defining what will be developed
Discovering Requirements
57
Part of the Develop phase of the double diamond -- considered as the core activity of designing
Designing Alternatives
58
Involved producing the conceptual model for the product which describes an abstraction outlining what people can do with the product and what concepts are needed to understand how to interact with it
Conceptual Design
59
Considers the detail of the product: colors, sounds, and images to use, menu and icon design
Considers the detail of the product: colors, sounds, and images to use, menu and icon design
60
Best way for users to evaluate designs is to interact with them, and this can be achieved through a prototype
Prototyping
61
It is the process of determining the usability and acceptability of the product/design measured in terms of a variety of usability and user-experience criteria
Evaluating
62
-Many projects start by discovering requirements from which alternative designs are generated -Prototype versions of the designs are developed and evaluated -During prototyping or based on feedback from evaluations, the team may follow this iterative cycle in parallel -Implicit in this cycle is that the final product will emerge in an evolutionary fashion from an initial idea through to the finished product or from limited functionality to sophisticated functionality
Simple lifecycle model
63
Google Design Sprints
Understand Diverge Decide Prototype Validate
64
Google Ventures has developed a structured approach to design that supports rapid ideation and testing potential solutions to a design challeng
Google Design Sprints
65
every product that is used by someone has a user experience Who said this?
Garrett (2010)
66
how a product behaves and is used by people in the real world
User experience
67
how people feel about a product and their pleasure and satisfaction when using it, looking at it, holding it, and opening and closing it
UX
68
Hornbæk and Hertzum, (2017) define UX as.
How users perceive a product Users' emotional reaction to a product
69
Hassenzahl's (2010) model of the UX
Pragmatic Hedonic
70
How simple, practical, and obvious it is for the user to achieve their goals using the product
Pragmatic
71
How evocative and stimulating the interaction is to users
Hedonic
72
T or F One cannot design a user experience; only design for a user experience.
T
73
four core threads that make up our holistic experiences
The sensual thread The emotional thread The compositional thread The spatio-temporal thread
74
Concerned with our engagement with a situation and is similar to the visceral level of Norman's model
Sensual thread:
75
Can be equated with the level of absorption people have with various technological devices and applications
Sensual thread
76
Points out how emotions are intertwined with the situation in which they arise
Emotional thread
77
____________ also involve making judgments of value
Emotions
78
Concerned with the narrative part of an experience, as it unfolds, and the way a person makes sense of it
Compositional thread:
79
internal thinking we do during our experiences
Compositional thread
80
Refers to the space and time in which our experiences take place and their effect upon those experiences
Spatio-temporal thread:
81
How does hte user feel when using the app
user experience
82
have been viewed as being concerned with meeting specific usability criteria
usability goals
83
have been concerned with explicating the nature of the user experience
user experience goals
84
Usability goals are typically operationalized as
questions.
85
The purpose is to provide the interaction designer with a concrete means of assessing various aspects of an interactive product and the UX
Usability goals
86
refers to ensuring that interactive products are easy to learn, effective to use, and enjoyable from the user's perspective
Usability
87
usability is broken down into the following goals
Effectiveness Efficiency Safety Utility Learnability memorability
88
effective to use very general goal and refers to how good a product is at doing what it is supposed to do
(effectiveness)
89
efficient to use refers to the way a product supports users in carrying out their tasks
(efficiency)
90
safe to use involves protecting the user from dangerous conditions and undesirable situations
(safety)
91
having good utility refers to the extent to which the product provides the right kind of functionality so that users can do what they need or want to do.
(utility)
92
easy to learn refers to how easy a system is to learn to use
(learnability)
93
easy to remember how to use refers to how easy a product is to remember how to use, once learned
memorability)
94
refers to the external conditions where people work
Dangerous conditions
95
refers to helping users in any kind of situation avoid dangers of carrying out unwanted actions accidentally
undesirable situations
96
are used by interaction designers to aid their thinking when designing for the UX
Design principles
97
What are the design principles
Visibility Feedback Constraints Consistency Affordance
98
The more visible functions are, the more users will be able to know what to do next.
Visibility
99
involves sending back information about what action has been done and what has been accomplished, allowing the user to continue with the activity/action.
Feedback
100
refers to determining ways of restricting the kinds of user interaction that can take place at a given moment
Constraints
101
his refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks
Consistency
102
is one that follows rules -- using the same input action to highlight any graphical object at the interface
consistent interface
103
allow exceptions to a rule -- certain graphical objects can be highlighted only by using the right mouse button while all other operations are highlighted only by using the left button
Inconsistent interfaces
104
refers to designing operations to behave the same within an application
Internal consistency
105
refers to designing operations, interfaces, and so on to be the same across applications and devices
External consistency
106
refer to an attribute of an object that allows people to know how to use it.
Affordance
107
2 kinds of affordance
Perceived and real
108
Physical objects are said to have
real affordances
109
grasping, that are perceptually obvious and do not have to be learned
Real affordance
110
UIs that are screen-based are virtual and do not have real affordances -- they are better conceptualized as ,
perceived affordances
111