Week 9 Flashcards

1
Q

Explian Design Challenges - IDENTIFYING VALUE and RAPID CHANGE Of TECHNOLOGY

A
  • IDENTIFYING VALUE - Value is Subjective -> Perceived Differently by Customers
  • RAPID CHANGE Of TECHNOLOGY - Designers Must be Able to Keep Up With these Changes and Incorporate New Tools and Techniques Into their Designs
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2
Q

Explian Design Challenges - BALANCING FORM And FUNCTION and MANAGING COMPLEXITY

A
  • BALANCING FORM And FUNCTION - Designers Must Balance the Desire for Visually Appealing and Engaging Designs With the Need for Products that Are Functional and Meet the Needs Of the User
  • MANAGING COMPLEXITY - Digital Products Often Have a Large Number of Features/Functions -> Designers Must be Able to Manage this Complexity in a Way that’s Easy for Users to Understand and Use Per Context
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3
Q

Explian Design Challenges - CROSS-DEVICE COMPATIBILLITY and SECURITY and PRIVACY ISSUES

A
  • CROSS-DEVICE COMPATIBILITY - Digital Products are Often Used on a Variety of Devices and Platforms, and Designers Must Ensure that the Product is Usable and Effective on All of these Devices and Platforms
  • SECURITY and PRIVACY ISSUES - Designers Musr Ensure that the Product is Secure and protects Sensitive Data from Unauthroised Access, Theft or Damage
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4
Q

Explain the Concept : IS AFFORDANCE

A
  • the Way in which Technology can Be Designed to Support or Facilitate Certain Actions or Behaviours
  • Theory Assumption : Design of Technology Should Focus on Creating a Clear and Consistent Mapping Between the Capabilities of the Technology and the Actions that Users can Perform with it
  • this Mapping Should Be Intuitive and Straightforward so that Users can Quickly Understand How to Use the Technology and What is Can Do for Them
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5
Q

Explain IS AFFORDANCE - Seperating Affordances

A
  • Seperating Affordances From the Info Avaliable About Them and Allows the Distinction About Them Allows the Distinction Among :
    Correct Rejections and Perceived, Hidden and False Affordances
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6
Q

State 3 GENERAL AFFORDDANCES

A
  • Standardised Workspace
  • Awareness Support
  • Co-ordination Mechanism
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7
Q

Explain the General Affordances - STANDARDISED WORKSPACE

A
  • Github, Slack
  • Awareness Support
  • Co-ordination Mechanism
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8
Q

Explain the General Affordances - AWARENESS SUPPORT

A
  • Information Providing Actors Mutual Awareness of Activities and Other and the General State of the Common Field of Work
  • e.g. presence settings in Instant Messaging clients
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9
Q

Explain the General Affordances - CO-ORDINATION MECHANISM

A
  • Combination of Classification Struture and Interacion Protcol
  • Classification Structure ; e.g. dewey’s decimal stem allowing distrinuted storage and retrival of library books
  • Interaction Protocol e.g. guiding turn-taking
  • Time-table Embeds Combination with Classification of Rooms, groups of students, a lecture and with Interaction Protocol Stipulating what day and time susets of these meet for lectures and classes
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10
Q

State 3 DESIGNING AFFORDANCES

A
  • USABILITY
  • USEFULNESS / FUNCTIONALITY
  • RELATIONSHIP
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11
Q

Explain the 3 DESIGNING AFFORDANCES - Usability, Usefulness / Functionality and Relationship

A
  • USABILITY - Common Human-Computer Interaction Discourse “add some user-friendly affordance”
  • USEFULNESS / FUNCTIOANLITY - Not Usability- Possible Relationships Between Actors and Obejcts
  • RELATIONSHIP - Properties of the World that are Compatible With and Relevant for People’s Interaction
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12
Q

Explain the Concept - PARADOXICAL PERFORMACES

A
  • Freedom to Choose Creates Obligation to Choose your Performance
  • Interplay between Technological and Social Asymmetries (e.g. caller id)
  • Planned - and emergent decision making
  • Routines and Improvisation
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13
Q

State 4 Categories for PERFORMANCE And DESIGN

A
  • User-Centred Perfomance
  • Designing a Script
  • Technical and Functional Performance
  • Cultural and Contextual Performance
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14
Q

Explain Performance and Design - USER-CENTRED PERFOMANCE : Egnomics and Efifiency

A
  • Performance in Design Emphasies the Ergomonic Efficiency of User Interactions with a Product.
    Good Design Allows Users to Perform Tasks with Minimal Effort and High Efficency
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15
Q

Explain Performance and Design - USER-CENTRED PERFOMANCE : INTUTIVE USE

A
  • Designers should Perform Intutively, Meaning Users can Operate them Based on Affordances Without Excessive Learning Curves or Reference to Manuals
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16
Q

State the 2 Categories relating to Perofmance and Design : USER CENTRED PERFORMANCE

A
  • Egonomics and Efficiency
  • Intutive Use
17
Q

Explain Performance and Design - DESIGN As a SCRIPT : SCRIPTING USER BEHAVIOUR

A
  • Just as a Script Guides Actors in a Play, Design can Guide Users Towards Certain Behaviour. the Latout of a Phone Screen, for example, Scripts the User’s Actions Through the Placmeent of Icons and Controls
18
Q

Explain Performance and Design - DESIGN As a SCRIPT : DESIGNING For FLEXIBILITY

A
  • while a Script Suggests a Predetermined Set of Actions there Should be a Room for Improvisation.
    Good Design Antipicates and Allows for User Customisation and Personal Workflows
19
Q

State the 2 Categories relating to Perofmance and Design : DESIGN As a SCRIPT

A
  • SCRIPTING USER BEHAVIOUR
  • DESIGNING For FLEXIBILITY
20
Q

State the 2 Categories relating to Perofmance and Design : TECHNICAL AND FUNCTIONAL PERFORMANCE

A
  • RESPONSIVENESS & RELIABILITY
  • PERFORMANCE Under LOAD
21
Q

Explain Performance and Design - TECHNICAL and FUNCTIONAL PERFORMANCE : PERFORMANCE UNDER LOAD

A
  • In Digital Design, Performance Under Load : In Digital Design, Performance Often Refers to the Speed and Responsivness of a System Under Different Needs
22
Q

State the 2 Categories relating to Perofmance and Design : CULTURAL And CONTEXTUAL PERFORMANCE

A
  • CULTURAL SENSITIVITY
  • CONTEXT-AWARENESS
23
Q

Explain Performance and Design - CULTURAL and CONTEXTUAL PERFORMANCE - CULTURAL SENSITIVITY

A

Design Needs to Perform Appriately Within Different Cultural Contexts, Respecting and Reflecting Diverse Traditions and Pratices

24
Q

Explain Performance and Design - CULTURAL and CONTEXTUAL PERFORMANCE - CONTEXT AWARENESS

A
  • Good Design is Context-Aware, Performing Environment and Situatuon it’s Placed In
25
Q

Explain what is DESIGN THINKING

A
  • is a Problem-Solving Approach that Involves Emphasing wit Users, Defining Problems, Ideating Solutions, Prototyping and Testing.
  • is a User-Centred Approach that Seeks to Understand the Need and Perspectives of Users in Order to Develop Effecctive Solutions
26
Q

State the 5 DESIGN THINKING STEPS

A
  1. Empathise
  2. Define
  3. Ideate
  4. Protoype
  5. Test
27
Q

Design Thinking Steps - Explain STEP 1 : EMPATHISE

A

Involves Undersranding the Users and their Needs, can Be Done Through :
- USER INTERVIEWS : Talking with Users to Understand Their Experiences and persepctives
- USER OBSERVATIONS : Observing Users in their Natural Environments to See How they Interact with Producrs or Services
- USER SURVEYS : Collecting Data through Surveys to Gain Insights into User Needs and Behaviurs
- PERSONAS : Developing Fictional Charcters that Represent the Target User Groups, Based on Research Findings

28
Q

Design Thinking Steps - Explain STEP 2 : DEFINE

A

involves Synthesizing the Info Gathered in the Emphathise Stage and Defining the Problem / Challenge that Needs to be Solved. Designers may Use a Variety of Techniques, including :
- PROBLEM STATEMENTS : Articularting the Problem in a Clear and Concise Way so that It’s Well Understood by All Members of the Design Team
- PAIN POINTS: Idetnifying the Specific Challneges and Diffciulties that Users Face, and How these Challenges Contribute to the Problem
- ROOT CUASE ANALYSIS : Digging Deeper to Understood the Underlying Causes of the Problem and to Identify Potential Solutions

29
Q

Design Thinking Steps - Explain STEP 3 : IDEATE

A
  • Focuses on Generating a Wide Range of Potential Solutions to the Problem Defined in the Define Step
  • The Goal of this Step is to Come Up with As Many Ideas as Possible, Without Worrying About Feasibility or Constraints
    Designers may Use a VARIETY of Techniques, Including :
  • BRAINSTORMING : a Group Activity where Partipants Generate Ideas Together, Building Off of eachother’s ideas
  • MIND MAPPING : A Visual Representation of Ideas, Connecting Related Concepts and Creating a Network of Ideas
  • ROLE-PLAYING : Acting out Scenarios as Different Users to Gain a Deeper Understanding of the Problem and Potential Solutions
  • SKETCHING and PROTYPING : Quickly Creating Visual Representation of Ideas to Help Commuicate and Explore Them more Fully
30
Q

Design Thinking Steps - Explain STEP 4 : PROTOTYPE

A

Designers Create Physical or Virtual Representations of their Ideas to Test and Refine Them. Prototyping Allows Designers to Bring their Ideas to Life, See How they Work In the Real World, and Make Changes Based on User Feeedback
to Prototype, Designers may Use a Variety of Technqiues, including :
- LOW-FIDELITY, PROTYPING : Simple, Rough Representations Of An Idea, Created Quickly and Inexpensively to Test Basic Concepts
- HIGH-FIEDELITY PROTOTYPING : More Polished and Detailed Representations of an Idea, Created to Test More Advanced Concpets and to Stimulate the Final Product
- PAPER PROTOTYPING : A Physical Representation Of an Idea, Created Using Paper and Other Matierals to Qucikly Test Basic Concepts
- DIGITAL PROTYPING : A Virtual Representation of an Idea, Creating Using Tools like Sketching Software, Protyping tools or Coding

31
Q

Design Thinking Steps - Explain STEP 5 : TEST

A
  • Designers Gathers Feedback from Users and Staekholders to Refine and Improve their Solution. Testing Allows Designers to See How their Solution Performs in Real-World Situations , and to Gather Insights that Can Help them Make Informed Decisions About the Final Design.
    to Test, Designers may Use a Variety of Techniques, including :
  • USER TESTING : Gathering Feedback from Real Users Of the Product or Service to See How Well it Works and Identify Areas for Improvement
  • USER SURVEYS / INTERVIEWS : Gathering Feedback through Surveys or Questionnaries or Interviews for In-Depth Feedback and Identify Patterns in User Behaviour
  • A/B Testing : 2 Different Versions of a Solution with a Small Group of Users to See Which Version is More Effective
32
Q

State and Expalin the Meaning of the Letters in the PICTURE FRAMEWORK

A
  • P-EOPLE - What is the IT Used for?
  • I-NSPIRATION - What Others It’s will Serve as Inspiration or Anaology?
  • C-ONTEXT : Which Social Context is the IT To be Used In
  • T-ECHNOLOGY : Which Technology wil be Used to Implement the IT?
  • U-SERS : Who are the Users of the IT/
  • R-ATIONALE : Why is this IT Useful for These Users in this Partiuclar Context?
  • E-VOLUTION : Which Evolution will Lead to to final IT?
33
Q

Explain the Concept of Lean UX

A
  • is an Interative Design Approach that Emphasises the Collaboration, Rapid Prototyping and Continuous Testing
  • Based on the Lean Startup methodology and Aims to Minimise Waste and Maximise Learning in the Design Process
  • Key Principles of Lean UX Include Focusing on Outcomes, Priorising User Research, Using Lightweight Documentation and Embracing Experimentation
34
Q

Explain USER ENGAGEMENT in DESIGN

A
  • is a Critical Factor in the Success of Digital Products and Services
  • Refers to the Degree to which Users are Actively Involved, Interested and Emotionally Invested in Using a Product or Service
  • Design can Play a Key Role in Increasing User Engagement by Creating Experiences that are Visually Appealing, Easy to Use, and Emotionally Resonant
  • User Engagement is an Essential Component of Successful Digital Design. By Priortising User Needs and Adopting Best Practises in Design, Businesses can Create Products and Services that are Engaging, Memorable, and Drive User Satisfaction and Loyalty
35
Q

Explain KEY FACTORS In USER ENGAGEMENT

A
  • the Visual Design of a Product or Service can Be a Major Factor in Attracting and Retaining User Attention. Effective Use of Typography, Colour, Imagery and Layout can Create a Visually Appealing and Memorable Experience
  • Usability is Also a Critical Factor in User Engagement. Products and Services that are Easy to Use, Intuitive and Efficient can Help Users Accomplish their Goals Quickly and with Minimal Frustration
  • Emotional Resonance is an Important Factor in User Engagement. Products and Services that Connect with Users on an Emotional level, whether thorough humour, empathy or Shared Value, can Create a Stronger Bond and Sense of Loyalty
36
Q

Explain Strategies for Increasing User-Engagement

A
  • Clear Calls to Action are Essential for Guiding Users Through a Digital Experience and Encouraging Them to Take Specific Actions Feedback and Rewards can Help to Reinforce User Behaviour and Create a Sense of Progress and Achievement
  • Providing Feedback on User Actions, e.g. Completing a Task or Make a Purchase and Offering Rewards e.g. Badgets, Points or Discounts can Motivate Users to Continue Engaging with a Product or Service
  • Incorporating Social Elements into Digital Design can also Increase User Engagement. Features such as Social Sharing, Community Forums and User-Generated Content can Create a Sense of Connection and Social Validation, which can Be a Powerful Motivator for User Engagment
37
Q

Explain 3 Challenges in USER ENGAGEMENT

A
  • Need to Balance User Engagement with Business Goals. User Engagement is Important, but must Also be Aligned with the Business Objectives of the Project
  • Need to Maintain Engagement Over Time. Even the Most Engaging Digital Experiences can Become Stale Over Time, Leading to User Boredom and Disengagement
  • the Challenge of User Attention is also Important. with So Many Digital Products and Servies Vying for User Attention, it Can be Difficult to Capture and Maintain User Attention