3 - Feedback Cycles Flashcards

1
Q

What is the user-centered design cycle?

A

User research & analysis > concept design > user testing prototypes > detail design > iterative development > deliver

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2
Q

What type of prototype do you develop in the concept design stage of the user-centered design cycle?

A

Low fidelity prototype

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3
Q

What type of prototype do you develop in the detail design stage of the user-centered design cycle?

A

Mid/ high fidelity prototype

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4
Q

Why do users need feedback?

A

To know what to do next

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5
Q

What are important characteristics of feedback?

A

It should be prompt and clear to understand

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6
Q

What is the gulf of execution?

A

The difference between the user’s intentions and what the system allows them to do (/ how well the system supports these actions)

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7
Q

How can the gulf of execution be narrowed?

A
  • Use affordances/ map to real-world actions
  • Make goal & necessary steps discoverable
  • Reduce # of steps
  • Provide feedforward
  • Minimize effort needed per action
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8
Q

What is the gulf of evaluation?

A

The difficulty assessing the state of the system and how well the artifact supports the discovery & interpretation of that state

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9
Q

How can the gulf of evaluation be narrowed?

A
  • Give frequent feedback
  • Give immediate feedback
  • Vary the feedback
  • Use direct manipulation
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10
Q

What are some characteristics of input devices?

A

Shape, size, wireless or tethered, degrees of freedom, relative or absolute, hand-based, body-worn or world-grounded.

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11
Q

What is the difference between relative and absolute input devices?

A

Absolute input devices have a fixed number of outputs (ex. keyboard). Relative input devices have more output possibilities that are dependent on the user’s movements.

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12
Q

What are some characteristics of output devices?

A
  • Sensory channels
  • Resolution
  • Spatialization
  • Head-mounted/ world-fixed/ hand-held/ body-worn
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13
Q

Give an example of head-mounted, world-fixed, hand-held, and body-worn output devices.

A
  • Head-mounted: headphones, VR glasses
  • World-fixed: computer screen, speakers
  • Hand-held: joystick, VR controllers
  • Body-worn: smart watches
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14
Q

What is direct manipulation?

A

Interaction style in which the feature of interest is visible and can be acted upon via physical, reversible, incremental actions that receive immediate feedback.

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