Unit 7 - User Centered Design Flashcards

(52 cards)

1
Q

Principles of UCD

A

User, Task, Environment

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2
Q

User

A

How the user will use the product and pay close attention to the needs of the users.

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3
Q

Task

A

how the task needs to be carried out.

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4
Q

Environment

A

how the product is used in a particular environment (space).

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5
Q

Iterative process

A

The design iteration is driven by user feedback as the design team better understands the user’s needs.

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6
Q

User involvement

A

UCD seeks to engage with smaller groups and individuals to understand the nature of the design issue

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7
Q

5 stages of UCD

A

Research, Concept, Design, Implementation, Launch:

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8
Q

Inclusive Design

A

Designing universally accessible products for all users regardless of age, physical, sensory, and perceptual functioning levels (disability).

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9
Q

Usefulness

A

The product enables the user to achieve their goals.

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10
Q

Effectiveness

A

The product is easy and efficient; Users can use it easily and with few or no errors.

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11
Q

Learnability

A

The system for operating the product is easy to learn, and users can understand how to use it after a reasonable amount of training.

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12
Q

Attitude (likeability)

A

The users’ perceptions, feelings, and opinions of the product are positive.

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13
Q

User Acceptance

A

A product will perform according to its specifications.

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14
Q

User Experience

A

These are the responses and perceptions of the users as they use a product or service. (visual, tactile, audible feedback)

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15
Q

Productivity

A

Designing products that allow users to be efficient with their time and resources.

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16
Q

Training and Support

A

Products that have intuitive interfaces require less training and support to use

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17
Q

User Errors

A

Simpler interfaces and controls reduce or eliminate user errors.

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18
Q

Simplicity

A

A simple design makes the function and use of the design clear to the user (intuitive)

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19
Q

Ease of use

A

A design should be easy to use and not have any unnecessary features.

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20
Q

Low Memory Burden

A

Successful designs do not require the user to memorize complex steps or how to use a device.

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21
Q

Visibility

A

Controls should be visible, and their function should be clear

22
Q

Feedback

A

When using a product or system, humans want to know if their action has been received and is successful.

23
Q

affordance

A

Affordances are the properties of an object that suggest how it can be used or what its function is

24
Q

Mapping

A

The logical relationship between the product interface and what actually happens

25
Constraints
Constraints limit the way a product can be used - implemented in order to prevent the user from making an error.
26
Population Stereotypes
Colours, Anthropometric, Culture
27
User populations
The specific group expected to use a product (broad or narrow)
28
Classification of users
age, gender, physical condition, habits, interests, beliefs, emotional responses.
29
Personae
descriptions of the "typical" user or stakeholder in a design context
30
primary personae
These are personae that represent the primary target users.
31
Secondary Personae
These represent not the primary users but users whose needs must be met in some way.
32
Anti-personae
These represent users for whom the product is not being designed for
33
Scenarios
Sequence of events based on assumptions by researchers and designers (conceivable situations)
34
Use Cases
focused specifically on how the user interacts with the product or system
35
Field Research
Takes place in the user's environment: their place of work, home, office, or other area where they use or interact with a product or service.
36
Method of extremes
Sampling method that selects users in the extreme ranges of a population - 2.5 percentiles and 97.5 percentiles.
37
Observation and User Trails
A trial whereby the user uses the product the expert observes.
38
interviews and Focus Groups
Gather user's opinions about a product or service. They are usually conducted face-to-face and consist of the interviewer asking the subjects questions
39
Questionnaires
It is more structured and consists of sets of questions to focus the responses. They can be done face to face, on paper, or through an online form.
40
Affinity Diagrams
A graphic organizing tool that helps to identify common themes and key facts.
41
Participatory Design
Seeks to include all stakeholders (designers, clients, users, etc.) in the design process
42
Paper prototyping
Involves giving the user a product prototype and observing how they use it.
43
Natural Environment
Research involves the user or client using the product in the environment in which it is intended.
44
Usability Laboratory
Specialized places where user testing takes place. These types of laboratories typically focus on ergonomics and health and safety criteria
45
Physio-Pleasure
Pleasure we get from how the product feels (touch,smell, sound)
46
Psycho-Pleasure
Pleasure we get from how hard or easy a product is to use
47
Ideo-Pleasure
The pleasure we get from how an object represents our beliefs or values.
48
Socio-Pleasure
Pleasure we get from how a product helps us interact with other people.
49
Designing for emotion
Creates products that increase user engagement, loyalty and satisfaction. (Visceral, Behavioural, Reflective)
50
Attract
The product is desirable because it is aesthetically appealing.
51
Converse
The product is usable.
52
Transact
The product accomplishes what it was designed for and is deemed useful by the user.