Begrepp Flashcards

1
Q

The double diamond of design consists of these four phases:

A

Discover, Define, Develop, Deliver

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2
Q

Stakeholders

A

The individuals or groups that can influence or be influenced by the success or failure of a project.

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3
Q

Participatory design

A

An overarching design philosophy that places the users as central actors in creating activities.

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4
Q

Memorability

A

How easy a product is to remember how to use, once learned

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5
Q

Accessibility

A

The extent to which all users can use a product. Including people with less than average abilities.

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6
Q

Efficiency

A

The way a product supports users in carrying out their task.

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7
Q

Effectiveness

A

How good a product is at doing what it is supposed to do.

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8
Q

Consistency

A

Designing interfaces to have similar operations and use similar elements for achieving similar tasks

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9
Q

Learnability

A

How easy a system is to learn to use.

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10
Q

Visibility

A

The importance of having information visible at all (or at least the right) time

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11
Q

Utility

A

The extent to which a product provides the right kind of functionality

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12
Q

Safety

A

Protecting the users from dangerous conditions and undesirable situations.

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13
Q

Gulf of execution

A

The difference between the user’s formulation of the actions to reach the goal and the actions allowed by the system.

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14
Q

Gulf of evaluation

A

The distance between the physical presentation of the system state and the expectation of the user.

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15
Q

What kind of error is a slip?

A

Errors that you make by accident or due to lack of concentration.

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16
Q

Constraints

A

Guides the users and stops them from making mistakes.

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17
Q

Mapping

A

The relationship between a control and the object that is being controlled.

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18
Q

Feedback

A

The user gets information about which action has taken place and what effect on the system the action had.

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19
Q

Affordance

A

The way an object look shows you how to manipulate it.

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20
Q

Radio buttons

A

The choices are mutually exclusive.

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21
Q

WIMP

A

The original Graphical User Interface.

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22
Q

Checkboxes

A

The choices are not mutually exclusive.

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23
Q

A widget is

A

A standardized display representation of a control.

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24
Q

Reliability

A

How well a method produces the same result on separate occasions

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25
Q

Ecological validity

A

A special kind of validity that concerns how the environment in which an evaluation is done influences or even distorts the results

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26
Q

Interview schedule

A

A structured set of questions that guide the interviewer

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27
Q

Consent form

A

A document where the participant provides permission for how they will participate in the study and how they want their data to be used.

28
Q

Information sheet

A

A document describing the purpose of the interview, the participant’s right to withdraw, and how data will be used after the study

29
Q

A fit criterion

A

The measure of whether a requirement has been fulfilled

30
Q

Requirement

A

A statement of what a product or systems should do or how it will do it.

31
Q

Prototype

A

A way for stakeholders to interact with a design, and tests its suitability for their needs.

32
Q

Low-fidelity prototype

A

A quick way to check the functionality and interaction of an idea

33
Q

Usability testing

A

Evaluating a product or service by testing it with representative users.

34
Q

Iterative design

A

Ideas will need to be revised, likely several times.

35
Q

Aesthetic and minimalist design

A

Dialogs should not contain information that is irrelevant or rarely needed.

36
Q

Flexibility and efficiency of use

A

Provide accelerators for the more proficient users

37
Q

Visibility and system status

A

The system should always keep the user informed about what is going on.

38
Q

User control and freedom

A

You should provide the user with clearly marked emergency exits to leave the unwanted states

39
Q

Match between system and the real world

A

The system should speak the users’ language

40
Q

Recognition rather than recall

A

Minimize the user’s memory load by making objects, actions and options visible

41
Q

Interaction design

A

Design of interactive products that support the way people communicate in their everyday life.

42
Q

User experience

A

How users feel about a product. Overall impression right down to sensual usereffects of small details.

43
Q

Hedonic aspects of use

A

How stimulating the interaction is.

44
Q

Pragmatic aspects of use

A

How simple and practical it is for the user to achieve their goals.

45
Q

Inclusive design

A

Being fair, open and equal to everyone when designing. An approach where designers strive to make their products accommodate the widest possible number of people.

46
Q

Assistive technology

A

A technology specialized for people with impairments.

47
Q

Usability criteria

A

Criterias for a product based on the usability goals, for example time to complete a task (efficiency)

48
Q

Design principles

A

Principles to guide designers towards thinking about different aspects of their designs.

49
Q

Micro interactions

A

Moments of interactions between the user and the interface that despite being small have a big impact on the user experience

50
Q

Expectation management

A

The process of making sure that the user’s expectations of a new product are realistic.

51
Q

Crowdsourcing

A

The practice of engaging a ‘crowd’ or group for a common goal. It is powered by web 2.0

52
Q

Design for error

A

Make it possible to make mistakes, for example by using forcing functions such as “Are you sure?”

53
Q

Forcing function

A

A function to which a user has to answer before it is possible to continue with the current task in a system.

54
Q

Command line interface

A

A text based user interface.

55
Q

Graphical user interface (GUI)

A

A user interface that allows users to interact with systems through graphical components such as icons and menus.

56
Q

Breadcrumb navigation

A

A navigational aid to help users keeping track of where they are located in an interface.

57
Q

Usability specification

A

Summary of the findings from a usability test.

58
Q

Validity

A

Validity is concerned with whether the evaluation method measures what it is
intended to measure.

59
Q

Heuristic evaluation

A

An evaluation method in which knowledge of typical users is

applied, often guided by heuristics, to identify usability problems.

60
Q

Heuristics:

A

A set of usability principles cognitive

61
Q

Probe

A

Follow-up question

62
Q

Rapport

A

The relationship of mutual trust between the interviewer and the interviewee.

63
Q

High fidelity prototype

A

A computer based interactive representation of the product with close resemblance to the final design.

64
Q

Formative evaluations

A

Evaluations conducting during the design process to check that the product meets the users needs

65
Q

Summative evaluations

A

Evaluations that evaluate the success of a finished product.