2. design and s/w process Flashcards

1
Q

interactive design process

A

Users entered approach to designing systems interfaces and products that encourange usability and functionality
The process focuses on how it uses interact with the technology aiming to create more intuitive, efficient and enjoyable experiences.
1.User research and requirement gathering
2.analysis
3.design
4.iteration and prototyping
5.implementation and deployment

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2
Q

scenarios

A

Scenario certain narratives or stories used to describe how users interact with the system or a product in specific contexts
- Scenarios Help designers and developers to understand their goals, workflows and environment in which users operate, making them a powerful tool in design process
- The provider human centred view of how technology will be used and help identify potential usability issues
types:
1 contextual scenarios
Describes context of views such as environment users, tasks and goals
2 problem
Focus on problems or challenges user fees in their current workflow or with existing technology.
3 activity
Describes the user activities that the system will support, and how will they be performed
4 system response
Focus on how system responds to user actions and behaviour, such as error handling or feedback
5 interaction
Highlights interaction flow between user and system describing detailed steps of interaction
6 future
Explores possible future states of the system and how technology might impact user behaviour and interactions.
adv
1. User centred design(design focuses on users perspectives, ensuring final product meets the real world needs)
2. Contextual understanding(helps designers to understand the context in which users will operate, considering all the factors)
3. Communication tool(bridge between designers developers and stakeholders by providing shared understanding of user needs. )
4. Early problem identification

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3
Q

nqvigationn design

A
  • allows users to move from one part of the interface to another
  • Also concerns the ability of the users to locate where they are in the interface
  • z It is aided by navigation control such as manuals, links and to the oth. screen
  • Ui designer should design the navigation user centred way.
    2 types:
    1. Local structure(Single interface, It should contain where they are, what they can do, what will happen, where they have been)
    2. global structure(Shows house all the screams in an interface are linked together
    There are two types hierarchical organisation(Decomposed into logical groups) network diagram (shows links between pages that might not be grouped together in hierarchical organisation))
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4
Q

screen design

A

Involves creating user interfaces that are not only visually appealing, but also highly usable and functional
It focuses on arrangement of elements on a screen to optimise usability, accessibility and user experience

Key principles:
1. Clarity
2. consistency
3. visual hierarchy
4. affordance
5. feedback
6. simplicity and minimalism
7. accessibility

Components of effective screen design:
1 Layout(grid system, whitespace)
2 typography(Fonts)
3 Icons and visual elements
4 forms and input fields,
5 buttons and controls
6 Colour scheme
7 navigation

Best practises in screen design for HCI:
1 User centre design
2 use progressive disclosure
3 familiarity and intuition.
4 Focus on task efficiency,
5 testing and iteration

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5
Q

iteration and prototyping

A

Iteration and prototyping are key processes in HCI, which ensures that the design of the system involves through continuous refinement based on user feedback and testing
iteration:
Cyclic process of refining and improving the design based on feedback and evaluation which encourages continuous improvement, ensuring that each version of the system is more aligned with the user needs and expectations
steps
1. Initial design
2. user testing and feedback
3. evaluation
4. refinement and redesign
5. repeat
benefits
1 User centred
2 continuous improvement
3 early problem detection
4 flexibility

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6
Q

Prototyping

A

Process of creating preliminary versions of system or interface to explore ideas and test functionality
Allows the users and designers to experiment with the system before it is fully developed, making them crucial for testing concepts and gathering feedback early
types:
1. Low Fidelity(Simple rough representation)
2. High fidelity(More detailed and interactive representation that closely mimic final product)
3. Horizontal(focuses on almost all features But with limited functionality— Interaction is portrayed)
4. Vertical(Focus on implementing specific feature Or single part of system in great detail)
5. Interactive(digital prototypes through which users can interact, stimulate real functionality)

Prototyping process:
1 Idea generation
2 prototype creation
3 user testing
4 feedback analysis
5 refinement.

Benefits of prototyping
- Early validation
- rapid exploration
- better communication
- risk reduction

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7
Q

The Relationship Between Iteration and Prototyping:

A

Iterative Prototyping:
Prototyping is part of the iterative design process. A prototype is developed, tested, and refined in multiple cycles.
Feedback Loop:
Each iteration of a prototype gathers feedback from users, leading to continuous improvement of the design. The more cycles, the more refined the product becomes.
Early and Often:
Prototyping early in the design process and revisiting it often allows designers to make informed decisions and avoid costly changes later in development.

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8
Q

s/w lifecycles in HCI

A

Integrates traditional software development stages with human centre design principles, ensuring that user needs in usability are considered from the early stages of Development through deployment and maintenance
This lifecycle emphasises continuous user feedback and iterative design, making it flexible and responsive to evolving user requirements and interaction patterns.
phases:
1. User research and req analysis
(User Research, Task Analysis, Personas, scenarios, use case development.)
2. Design(UI/UX) and prototyping(types)
3. Implementation
4. Evaluation and testing(Usability testing)
5. Deployment
6. Maintenance and iteration

elements:
1 User centre design
2 iterative process
3 prototyping
4 usability and accessibility
5 evaluation

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9
Q

usability testing

A

Observe users as they interact with the system to understand pain points, confusion or inefficiencies

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10
Q

Usability engineering

A

Structured process within HCI that focuses on ensuring usability of systems or products through methodological design, testing and evaluation.
Aims to create software or hardware that users can easily learn efficiently using find satisfied
keyconcepts:
1 Usability goals(Learnability, efficiency, memorability, error reduction, satisfaction)
2 User centered design(UCD) Usability engineering is grounded in usual centre design, where there needs goals and limitations of end users. Her forefront through the design and development process

Usability engineering lifecycle
1. User research
2. setting usability
3. requirements design and prototyping
4. usability testing
5. iterative design
6. evaluation and refinement
7. post launch feedback and continuous improvement.

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11
Q

design rationale

A

Documentational explanation of decisions made during the design process.
It encompasses the reasoning behind design choices, the consideration of user needs, the evaluation of alternatives and the justification for selecting specific features or interactions
Designationally serves to make the design process transparent to communicate the underlying logic to the stakeholders. Team members and future designers

Importance:
1. Enhances understanding
2. supports communication
3. guides future design decisions
4. justifies design choices,
5. facilitates evaluation
6. promotes iterative improvement

components:
1 Goals and objectives
2 design decisions
3 alternatives considered
4 user feedback
5 context and constraints,
6 theoretical and empirical support

methods for documenting design rationale:
1 Design notebooks
2 annotated wireframes and mockups
3 User research documentation
4 meeting notes
5 design review reports
6 design rationale frameworks

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12
Q

design rules

A

Guidelines and principles that help designers to create efficient, effective and user friendly interfaces
These rules are derived from research best practises and established design principles attain to enhance ux and ensure usability
1. Consistency
2. visibility
3. feedback
4. affordance
5. error prevention
6. recovery user
7. control and Freedom
8. Hierarchy and structure
9. accessibility simplification
10. familiarity
11. task relevance
12. aesthetics

Applying design recent practise
1 User centre design
2 prototyping in iteration
3 heuristic evaluation
4 usability testing
5 documentation.

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