Flashcards in Week 4 - Usability and User Experience Deck (16):
What can make a system inaccessible?
1. Physically inaccessible
2. Use of Jargon Language.
4. Cultural or Social Exclusion
What is 'Inclusive Design'?
The design of mainstream products and/or services that are accessible to, and usable by, as many people as reasonably possible .. without the need for special adaptation or specialised design.
What is 'Design for all / Universal Design'?
The design that provides full and equal enjoyment of goods and services.
Name 3 features of 'Design for all / Universal Design'
1. Equitable use - does not disadvantage any groups of users.
2. Simple, Intuitive use - easy to understand, regardless people’s abilities, language skills etc.
3. Tolerance for error - accounts for accidental and unintended actions.
What are Assitive Technologies?
Assistive Technologies are designed for people with disabilities. An example of this is Web browsers' plugins which can read the text on the webpages.
What are the six elements of Usability>
3. Easy to learn
4. Safe to operate
5. High utility
What are the 4 Usability Design principles?
1. Early focus on users and tasks
2. Empirical Measurement
3. Iterative Design
4. Integrated Usability
What is 'Iterative Design'?
A cycle of design, test and measure, and redesign, repeated as often as necessary.
What is Acceptability defined as?
The willingness of a user group to adopt new technology for specific tasks.
What are the 5 key features of Acceptability?
3. Cultural and Social habits
What makes an activity/system engaging?
1. Making a task east and intuitive.
2. Minimising steps, e.g. clicks.
3. What users do / How they do it.
4. Making a task feel meaningful and valuable.
5. Creating emotional connection.
What are the five aspects of Nathan Shredroff's model of experience?
1. Identity - identifying with something, e.g. are you a Mac or Windows person?
2. Adaptivity - changing levels of difficulty, pace and movement
3. Narrative - telling a good story in the context of games, promotional
videos, menu structure etc.
4. Immersion - being wholly involved with something.
5. Flow - the sense of smooth movement.
What five Emotions make games Engaging according to Lazaro?
What are the 4 elements are there to the Four Fun Key Model?
1. Hard fun - it relates to the gamification effects of mastery, challenge and strategy, e.g. car racing games.
2. Easy fun - it relates to the gamification mechanics such as novelty, ambiguity and fantasy.
3. Serious fun - it provokes emotions such as self-worth.
4. People fun - it arises from connecting with people, such as social networking.
What are the 4 dimensions of pleasurable products?
1. Physical dimension: e.g. light weight devices.
2. Social dimension: e.g. owning the new iPhone.
3. Psychological dimension: e.g. ease of use, effectiveness, acquiring new skills.
4. Ideological dimension: e.g. open-source software.