Block 1 Flashcards

1
Q

Interaction Design

A
  • Users
  • activities
  • environment
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2
Q

Good interaction

A
  • Usability (How easy to use and learn interface)

- User Experience (How good the users experience of the interface is)

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3
Q

User

A
  • someone who will use the interface
  • need to understand who the user will be.
  • characterised by their background and preferences
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4
Q

Activity

A

What a user wants to do shapes activities

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5
Q

Environment

A
  • where the interface will be used
  • Different environments can affect the product
  • Social environment is important to consider too.
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6
Q

User-centred design

A

Core-approach of interaction design (A good product is designed around users)

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7
Q

Establishing requirements

A
  • A requirement is a need that particular interactive product must satisfy
  • Requirements depend on:
    • characteristics of users
    • activities they will perform
    • environment in which user interacts with the product
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8
Q

Designing Alternatives

A
  • Trying alternative designs enables designers to explore ways of satisfying the requirements
  • This is an essential and creative part of the process
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9
Q

Prototyping designs

A

Designers need to prototype the most promising designs to produce models

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10
Q

Evaluating Prototypes

A
  • Enables designers to assess limitations of particular design
  • find out if prototype meets requirements
  • identify new requirements
  • establish any changes to existing requirements
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11
Q

Design process

A

Three key characteristics -

  • Iteration
  • Usability and user experience
  • User involvement
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12
Q

Iteration

A
  • Repeating evaluation and redesigning key features of design process
  • Leads to better understanding of requirements
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13
Q

Usability and User experience

A
  • How usable a product is and how users experience the product
  • Ideally, designers should identify requirements for these at start of the project
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14
Q

User involvement

A

Critical in helping designers understand design context, and identifying possible design solutions

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15
Q

Goals of Interaction design

A
  • Effectiveness
  • efficiency
  • safety
  • utility
  • learnability
  • memorability
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16
Q

Effectiveness

A

Does product enable the user to easily accomplish task for which it was designed?

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17
Q

Efficiency

A

Does the product enable the user to accomplish the task quickly, with minimum number of steps?

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18
Q

Safety

A

Does the product minimise user errors and if they do make errors, can they recover quickly?

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19
Q

Utility

A

Does the product offer functionalities the users need to complete a particular task?

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20
Q

Learnability

A

Is it easy to learn how to use the product?

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21
Q

Memorability

A

Is it easy to remember how to use the product?

22
Q

Usability Goals

A
  • Measurable goals : Usability goals can be assessed and measured
  • Goals must be prioritised : For certain products some goals more important than others
  • Meeting goals may be challenging : Characteristics of users, their activities and context in which they operate can make it challenging to achieve certain usability goals
23
Q

Design principles

A
  • Perceivability
  • Consistency
  • Affordance
  • Constraints
  • Feedback
24
Q

Perceivability

A
  • Perceivability is an extension of visibility
  • Experience of any interactive product passes through our sense first
  • More prominently an element of an interface engages users senses, the easier it is for the user to perceive the element
25
Q

Assessing Perceivability

A
  • How strong and distinct is the visual, tactile, auditory or olfactory stimulus?
  • How is the element presented in the context of the interface?
  • Which senses is the user able to use?
  • How does the users mind respond to external stimuli?
  • What is a users cultural background?
  • In what kind of environment is interaction taking place?
26
Q

Consistency

A
  • Receiving inconsistent responses in interaction can lead to failure or confusion
  • Elements of an interface need to be designed and organised with consistency and interacting with them needs to yield constant outcomes
27
Q

Affordance

A
  • The way in which we perceive characteristics of an object
  • Signals the way in which an object can be used
  • Always important to design interactive product so characteristics of its interface clearly communicate possibilities for interaction that the product offers
  • Affordance described as special form of consistency between characteristics of an interface and characteristics of a user
28
Q

Constraints

A

When interactive options and functionalities of an interactive product are temporarily restricted

29
Q

Feedback

A
  • Feedback is of critical importance as it lets users know they have interacted with the system successfully
  • Main difference between feedback and outcome is that feedback is just an acknowledgment of interaction, outcome is the effect of that interaction
30
Q

Designing for different users

A
  • Physical capabilities
  • sensory capabilities
  • cognitive capabilities
31
Q

Physical capabilities

A
  • Do users require certain dexterity in hands or limbs to operate product or require force?
  • Is there any other physical capabilities we should keep in mind?
32
Q

Sensory Capabilities

A
  • How well can users perceive input to their sense?
  • Are users likely to have good vision?
  • Is their hearing ok?
  • What about their other senses?
33
Q

Cognitive capabilities

A
  • Are users able to process level of info required by the device?
  • How can they use the info gathered through their senses to help them make decisions?
  • Will it take them too long to learn something?
  • How are they likely to respond emotionally?
34
Q

Nature of activity

A
  • Capabilities should be viewed in context of actual activities carried out during interaction
  • Physical environment may have significant effect
35
Q

Production context

A

Means the setting in which interactive product is developed, both at project level, and as part of company’s product strategy

36
Q

Project shareholders

A
  • Users - Primary shareholders
  • Beneficiaries - People who may benefit from project, or conversely, negatively
  • Contributors - People who need to make time, energy or other resources available
  • Decision makers - People may control resources you need to make progress with project
37
Q

Wider settings

A
  • Sometimes design involves more that one organisation
  • Sociocultural - Companies have different ways of working that may shape process
  • Organisational - At organisational level, given interactive product may be conceived as part of product line or portfolio, therefore choices may be influenced
  • Economic - Size and wealth of a company may in turn affect resources available for given project
38
Q

Gathering data

A
  • Asking the users
  • Observing the users
  • Matching methods to questions
  • Ask
  • Observe
39
Q

Asking the users

A
  • Ask users and stakeholders to talk about experiences, habits, opinions etc.
  • Use questionnaires or interviews
40
Q

Observing the user

A
  • Observe users or stakeholders in different situations

- Naturalistic or controlled setting

41
Q

Matching methods to questions

A

Different methods provide different kinds of info, and matching designer’s questions to method or enquiry is crucial

42
Q

Ask

A
  • Individual or group
  • more or less structured
  • face-to-face or by correspondence
  • numeric or descriptive data
43
Q

Observe

A
  • Individual or group
  • Naturalistic or controlled
  • direct or indirect
  • numeric or descriptive data
44
Q

Output of design ideas

A
  • Wide range of Sketching and prototyping techniques
  • Some focus on capturing design context by sketching typical users, actions or settings
  • Other approaches focus on capturing designs by sketching or prototyping interfaces and interactions
  • Prototypes either low fidelity or high
  • Designers might also use higher tech prototypes that only focus on specific aspects of interaction
45
Q

Why sketching and prototyping important

A
  • Reflecting on design context
  • investigating requirements
  • exploring design alternatives
  • evaluating
46
Q

Reflecting on design context

A
  • Designers sketch design context as well as potential designs
  • Helps them consider users, activities and environment as well as collective understanding
47
Q

Investigating requirements

A
  • Sketches and prototypes also allow designers to investigate requirements
  • Allows users to check requirements and also find new ones
48
Q

Exploring design alternatives

A
  • Exploring different ways of meeting requirements

- Different ways of meeting requirements is key function of design

49
Q

Evaluating

A
  • Allow prospective users to engage with designs and provide feedback
50
Q

Iteration and interrelated activities

A
  • Activities of evaluating and gathering info go hand in hand
  • Establishing requirements and evaluation concerned with design context, users needs and interaction
  • Designing and prototyping concerned with designers conceptualisation of interaction
  • Each time we evaluate prototype requirements, we are refining requirements
  • Having refined them, they can be used to develop new prototypes, which can then be evaluated and so on