7 Flashcards

1
Q

Design process has ? 4

A
  1. Needs
    1. Design
  2. Implement
    1. Evaluate
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2
Q

Mistakes to avoid in NEED 3

A
  1. Building wO a need.
    1. Trial and error innova
    1. Desingng for “Me”
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3
Q

Usability ?
Usefulness?

A

1.** how easy user interfaces r to use
2. whether t
he system can be used to achieve desired goals**

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4
Q

Needfinding

A
  • is asking people to learn abt their goals n values to UNCOVER USER NEEDS
    • resembles ethnographic methods
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5
Q

/tools for Needfimding
4

A
  1. Market research
  2. Interviewing prospective users
  3. Direct observation
  4. Hybrid approach
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6
Q

Triangulation //

A

collect data through diverse methods

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7
Q
  1. Qualitative Methods VS Quantitative Methods
  2. FOTW
A
  1. QualITY// how peop. think and feel (Interview, focus group
  2. Quantitative //Numerical data
  3. FLy On The Wall, u observe from a distance
    - goal is observe m interactions nila without ur influence.2
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8
Q

Ethnography?

A

A qualitatIVE orientation that emphasizes the detailed observation(studying group of people, Sharing cultural traits)

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9
Q

EThnography : Guidelines for Observations 6

A

1 Cast aside ur BIAS
2. Note contradictions bet saying n doing
3. Listen to personal stories
4. Watch for work arounds
5. Distinguish Solutions vs. needs
6. Lok beyond the obvious

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10
Q

EThnography advantages3

A
  1. High demands
    1. Not well established as surveys experiments
  2. Hard to reproduce findings in other areas
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11
Q
  1. EThnography: Interview guidelines
A

1 Start in the MIDDle
2. use open ended ques

AVOID: How often, avoid yes or no ques

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12
Q

Participatory Design/CO_DESIGN //

  1. Personas?
A

approach that actively involves users,** equal collaboration between user and designer.**

  1. createpersonas who represents a trype of users(name, background)
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13
Q

Stages of Contextual Interview: 6

Stages of Contextual Interview: 6

A
  1. Introduction
  2. Kickoff
  3. Build Rapport
  4. Grand Tour
  5. Reflection
  6. Wrap-up
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14
Q

Stages of Contextual Interview: 6

Introduction

  1. Grand Tour
A

**- establish interview partmership
**- describe ur porpose
- their knowledge is important

2.** Explore details of their worl **both physical n mental.
2. 2ask them to act out scenario

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15
Q

Stages of Contextual Interview: 6

Kickoff
2. Build Rapport

A
  • make introduce themselves
  • -follow up query

2.1 - be patient, continue asking descriptive questions, tas reassure (Absolutely

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16
Q

Stages of Contextual Interview: 6

Wrap-up

A
  • Thank them, final thoughts daw, keep recorder rolling
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17
Q

LAST

  1. Needfinding
    1. Stroyboard
  2. Prototype
  3. DESIGNING EXPERIMENTS
A
  1. What people say n do
  2. Focus on task not user interface
    1. Extension of the story board
  3. How to run a design study
18
Q

an approach to UI dev ans sys dev
focus (Users, Their goals n tasks, The environment)

A

USER-Centered design

19
Q

6 Design Thinking

A
  1. Empathize
  2. Design
  3. Ideate
  4. Prototype
  5. Test
  6. IMplement
20
Q
  1. it ensures peoples needs are met, a design framewrd that develops solutions to problems
  2. The process of quicky puting togtehr a working model to test various desigsn/ a type of developement that is placed on deve. prototypes
A

Human- Centered Design
2. Prototyping

21
Q

4~ of Prototyping

A
  1. Throw-away Prototyping
  2. Evolutionary Pro
  3. Low fidelity Pro
  4. High Fidelity Pro
22
Q
A
23
Q
  1. A pro that is dev from initial req BUT NOT USED for final project, some believe that this is a waste of time.USED TO UNDER. SYSTEM REQUIREMENTS
    - ADV: reduce project risk
  2. a pro that is consi to build a robust proto, n constatntyl improve
    - ADV: model can b used even when req is not defined
    - DIS: expensive, method used to avoid documenting the reqs, MANAGEMENt is req.
A
  1. THrow away Pro
  2. Evolutionary
24
Q

A pro. that is limited function n interacti. TO depicts concepts , they are **intended to demonstrate the general look and FEEL ** n SHOW gen. conpeqtual appro. without much investment

  1. Series of sketch. showi.** how user progress thru a task **using the device. often w scenarios
A
  1. Low-fidelity Prototyping
  2. STORYBOARD
25
Q

under low fide

use post it, photo-copied widgets?. Dont be inhibited abt drawing ability

A

Sketching

26
Q

PICTIVE Means?
when?

A pro that repre core fucntionaity of the product user interface. Fully interactivem can enter data. They trade pf speed for accuracy.

A

- Plastic In
or Co
terface fIn
or Co
llaborative TechnologyIniatives through VIDEO EXPLORATION

  • dev at BEllcore in 1990!!
  1. HIGH fidelitypro
27
Q

Low Fidelity VS High Fidelity

A

LOW-fidelity =
Adv: mura, Address screen layout Issues,
useful for identifying req

DIS= limited error cheking

High. fide=
ADV: Fully interactive, user driven, final look n feel
DIV= Time consuming , mahal

28
Q

Do we need Prototyping? 2

A

1: they allws us to reduce cost n time-to-market of a system
2: the methodologies provide a high level of reliability in the sys design n implementation

29
Q

Designing interactive products to support
the way people communicat
e and
interact in their everyday and working
lives

  1. WHO “Every product that is used by someone has a user
    experience: newspapers, ketchup bottles, reclining
    armchairs, cardigan sweaters.”
A

INTERACTION DESIGN
2. Jesse Garret 2010

30
Q
  1. user experience?
  2. refers to the extent to which an interactive
    product is accessible by as many people as possible.Companies like Google and Apple provide tools for theirdevelopers to promote this. The focus is on people with disabilities
A
  1. how a product behaves n used by people in d real world
  2. Accessibility (can be made from Assistive tech n Inclusive design)
31
Q
  1. approach where
    designers strive to make their products and services
    accommodate the widest possible number of people. An
    example is ensuring that smartphones are being designed
    for all and made available to everyone
A

inclusive design

32
Q

refers to ensuring that interactive products are easy to learn,

  1. Design principles?
A

Usability

  1. derived from a mix of theory-based knowledge, used by interaction designers to aid their
    thinking when designing for the user experience.
33
Q

Usability and User Experience Goals has 6

A

Effective to use (effectiveness)

Efficient to use (efficiency)

Safe to use (safety)

Having good utility (utility)

Easy to learn (learnability)

Easy to remember how to use (memorability)

34
Q

The Process of Interaction
Design4

A
  1. Discover- gather insights abt the problem
  2. Define- area to focus upon
  3. Develop - solutions
  4. Deliver// solutions that worked finalized launched
35
Q

“The best way to get a good idea is to get lots of
ideas.”

A

Linus Pauling

36
Q

What is Involved in Interaction Design 3

A
  1. Expectation Management
    - process of making sure that the
    **users’ expectations of the new product are realistic.
    **
  2. Ownership//
    - who are involved and feel that they have contributed to a product’s development
  3. Participatory Design //
    - The idea is that
    instead of being passive receivers of new technological , end users and stakeholders are active participants in the design process.
37
Q

Involved in Interaction Design

John Gould and Clayton
Lewis (1985) laid down three principles

A
  1. Early focus on users and tasks
  2. Empirical measurement
  3. Iterative design
38
Q

collective label, aim to resolve
these concerns by integrating techniques and processes from
interaction design and those from agile methods.

  1. refers to the data collection and analysis activities necessary to characterize the users, their tasks,
A

AgileUX
2, User research

39
Q

used to achieve a range of up-front activities
including software architecture design as well as user research.

A
  1. Iteration Zero
40
Q

what is a design pattern? One simple definition is that it is a
solution to a problem in a context; that is, a pattern describes a
problem, a solution, and where this solution has been found to work.

A
41
Q

a network of patterns that
reference one another and work together to create a complete
structure.

  1. Design approaches that represent poor practice are referred to
    as __
A

Pattern Language
2. anti-patterns.