Week 4 - Usability and User Experience Flashcards Preview

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Flashcards in Week 4 - Usability and User Experience Deck (16):
1

What can make a system inaccessible?

1. Physically inaccessible
2. Use of Jargon Language.
3. Price
4. Cultural or Social Exclusion

2

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.

3

What is 'Design for all / Universal Design'?

The design that provides full and equal enjoyment of goods and services.

4

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.

5

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.

6

What are the six elements of Usability>

1. Efficient
2. Effective
3. Easy to learn
4. Safe to operate
5. High utility
6. Memorability

7

What are the 4 Usability Design principles?

1. Early focus on users and tasks
2. Empirical Measurement
3. Iterative Design
4. Integrated Usability

8

What is 'Iterative Design'?

A cycle of design, test and measure, and redesign, repeated as often as necessary.

9

What is Acceptability defined as?

The willingness of a user group to adopt new technology for specific tasks.

10

What are the 5 key features of Acceptability?

1. Trust
2. Convenience
3. Cultural and Social habits
4. Utility
5. Cost

11

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.

12

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.

13

What five Emotions make games Engaging according to Lazaro?

1. Enjoy
2. Focus
3. Decide
4. Perform
5. Learn

14

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.

15

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.

16

What does the aesthetic-usuability effect refer too?

The aesthetic-usability effect refers to users’ tendency to perceive attractive products as more usable.