§4-design process and prototyping Flashcards

1
Q

What is user-centered design/participatory design

A
  1. keep whole process of system design user centred
  2. include users in design team
  3. include in core design rather than treating as subjects of analysis
  4. motivation – users are experts on their work situation
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Issues involved in participatory design

A
  1. Work focus
  2. Collaborative
  3. Iterative
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

PD: work focus

A

design concentrates on improving the workers’ environment

and tasks they perform rather than focussing on the system requirements

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

PD: collaborative

A

the designers and users collaborate on the design so that the users can contribute at every stage

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

PD:iterative

A

design does not just happen once, the emphasis of participatory design is on several design and evaluation stages which build to a final design

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Sequencing of PD

A
  1. design
  2. measure against requirements
  3. test with users
  4. redesign + iterate
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Techniques for PD

A
  • purpose of techniques is to communicate ideas between users and designers
  1. brainstorming
  2. concept development
  3. prototyping
  4. storyboards
  5. workshops
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

PD activities list

A

(1. identify functionality and usability needs/requirements)
2. develop alternative designs that meet the requirements/user needs
3. build interactive versions of those designs
(4) evaluate

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

PD activities: developing alternative designs that meet identified needs and requirements

A
  1. consider alternative designs - conceptual and physical

2. alternative designs will differ in physical design but conceptual design will be the same

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Design

A

suggestion of ideas for meeting identified requirements

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Conceptual design, purpose

A

what the product/system will do

how the system will behave

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Physical design

A

details of the design such as screen and menu structures, icons, graphics, IO devices, interaction types/styles

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Comparison of conceptual design, physical design

A
  1. conceptual design, abstract description of intended behaviour of system
  2. physical design – concrete/specific layout and design issues
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Methods for developing alternative designs (stage 1)

A
  1. brainstorming: wide range of ideas, to be fed into other techniques
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Key issues involved in concept development (stage 2)

A
  1. identify driving concept/metaphor behind design
  2. influences physical design decisions (e.g. graphic design, colours, fonts, layouts)
  3. need one strong concept/metaphor to make a coherent design
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

What is an interface metaphor, why use it

A
  1. conceptualise the activity being performed using something the user can relate to (e.g. surf web)
  2. conceptual model instantiated at the interface (desktop metaphor)
  3. visualising operation (icon for shopping cart)
17
Q

Verbal concept development

A
  1. words used to describe interface
  2. express abstract behaviour of system verbally
  3. more focus on the message the design is going to communicate (conceptual rather than physical)
18
Q

Visual concept development

A
  1. specific images/colour schemes
  2. more concrete
  3. more focus on physical design
19
Q

Purpose of mood boards

A
  1. communicate design concepts with other members of design team
  2. based off an interface metaphor
20
Q

Why build interactive prototypes (stage 3)

A
  1. better feedback since users can interact with design + be observed
  2. doesn’t require software implementation
21
Q

What is prototyping

A
  1. incomplete early version of product

2. can be simple (e.g. drawing) or complex

22
Q

Why do prototyping

A
  1. more objective feedback from users
  2. explore design space, allowing time for more iterations
  3. demonstrate concept to funders/clients
  4. test the concepts/assumptions in the real world
  5. prioritise most important features (e.g. focus on major rather than superficial aspects)
  6. choosing between alternative designs
  7. better than interviewing, since designer likely to be biased – how do people actually perceive it, does it address needs
  8. identify opportunities and problems
23
Q

List of things that we would use prototyping to clarify

A
  1. technical aspects
  2. workflow, task design
  3. screen layouts, information display
  4. graphic design, look and feel
  5. content (hierarchy, grouping of objects)
  6. controversial stuff - security/privacy
24
Q

Lo fi prototypes

A
  1. rough designs
  2. users consider how they would use it – move through design step by step
  3. problems identified before hi fi stage
  4. problems addressed in next iteration of design
  5. detail what each element does and how you interact with it
25
Q

**Why is lo-fi prototyping better than hi-fi prototyping

A
  1. easy to change/update
  2. faster/cheaper
  3. allows you to identify potential issues before committing to particular design/code
  4. allow larger number of alternative designs
  5. less afraid to change stuff
26
Q

Kinds of prototypes

A
  1. paper
  2. video: demo impossible tech
  3. form model: test out the workflow
  4. wireframe: info architecture, content/navigation, remove distracting aspects of design
  5. working prototypes (wizard of oz)
27
Q

Wizard of oz prototypes, pros/cons

A
  1. mock up interactivity

2. designers may pursue infeasible goals that can’t actually be implemented

28
Q

What is a storyboard (stage 4)+What is the purpose of storyboarding

A
  1. model user activity sequence as individual frames, sequential story line
  2. consider possible personas, tasks, scenarios – role play / method acting
  3. help users communicate with designers about what they do and how
29
Q

List of issues related to personas

A
  1. different personas represent different goals that users may bring
  2. model a set of user characteristics (user profile)
  3. should not be idealised
  4. bring to life – name/personal background
  5. develop small set, one primary
30
Q

Things to include in a storyboard

A
  1. interactive aspects
  2. give screens to user, user should be able to interact with it
  3. action chosen by user,outcome/state transition
31
Q

Purpose of workshops (stage 4)

A
  1. forum for discussion
  2. designers/users ask each other about their perspectives
  3. establish common understanding of design issues
  4. used to fill in gaps in understanding about situation:
    4a designers ask about users’ work env
    4b users ask about technological possibilities
32
Q

why qualitative research

A
  1. controversial tech imitates humans - if done wrong may be rejected
  2. disruptive insights – relies on human behaviour