Block 1 - Overall Interaction Design Flashcards

1
Q

Give four questions you need to answer in order to optimise user interaction with an interactive product. Why are these questions so important?

A
  • Who is going to be using the interactive product?
  • How is it going to be used?
  • Where are they going to use it?
  • What activities will the user be doing when interacting with the product?
    These are important because they help you to focus on aspects of the context which relate directly to the design of the interaction.
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2
Q

Define Usability

A

The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfactory in a specified context of use.

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3
Q

Define User Experience

A

User Experience is how people feel about a product and their pleasure and satisfaction when using it, looking at it, holding it, and opening or closing it. Or more similarly, how a system feels to a user.

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4
Q

What is Interaction Design and what are the results of good Interaction Design?

A

Interaction Design is defined as ‘designing interactive products to support the way people communicate and interact in their everyday and working lives.’ Interaction Design aims to develop interactive products that are easy, effective and enjoyable to use. Good ID encourages an easy, natural and engaging interaction between user and a system.

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5
Q

Multi-disciplinary teams – Describe three conflicts that may arise in the team as a consequence of differing priorities.

A

Conflicts that may arise include: the use of imaginatively designed graphics may make buttons less obvious; the development of interactive graphics is also likely to cause the software engineers extra work; the video clips take a long time to download, which make the site less usable.

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6
Q

What is the ID Process activities involve?

A
  • Identifying the needs and establishing requirements for the user experience
  • Developing alternative designs that meet those requirements
  • Building interactive versions of the design so that they can be communicated and assessed
  • Evaluating what is being built throughout the process and the user experience it offers
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7
Q

What are the key characteristics of the interaction design process?

A
  • Users should be involved throughout the development of the project
  • Specific usability and user experience goals should be identified, clearly documented and agree upon at the beginning of the project
  • Iteration through the four activities is inevitable.
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8
Q

What are the six usability goals?

A
  • Effectiveness: ‘effective to use’
  • Efficiency: ‘efficient to use’
  • Safety: ‘safe to use’
  • Utility: ‘having good utility’
  • Learnability: ‘easy to learn’
  • Memorability: ‘easy to remember how to use’
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9
Q

What are these questions relevant to: Is it possible for the user to work out how to use the product by exploring the interface and trying out certain actions? How hard will it be to learn the whole set of functions?

A

Learnability

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10
Q

What is this question relevant to: What is the range of errors that are possible using the product and what measures are there to permit users to recover easily from them?

A

Safety

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11
Q

What is this question relevant to: Is the product capable of allowing people to learn well, carry out their work efficiently, access the information they need, or buy the goods they want?

A

Effectiveness

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12
Q

What is this question relevant to: Does the product provide an appropriate set of functions that will enable users to carry out all theirs tasks in the way they want to do them?

A

Utility

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13
Q

What is this question relevant to: What kinds of interface support have been provided to help users remember how to carry out tasks, especially for products and operations they use infrequently?

A

Memorability

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14
Q

What is this question relevant to: Once users have learned how to use a system to carry out their tasks, can they sustain a high level of productivity?

A

Efficiency

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15
Q

What are the ten user experience goals?

A

Satisfying, enjoyable, fun, entertaining, helpful, motivating, aesthetically pleasing, supportive of creativity, rewarding and emotionally fulfilling.

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16
Q

What are the five design principles? And the sixth principle?

A

Visibility, feedback, constraints, consistency and affordance. Mapping is the additional principles.

17
Q

What are design principles used for?

A

To avoid problems when creating a design and to understand problems within an existing design

18
Q

Define the Mapping design principle and what it is concerned with?

A

Mapping concerns the relationship between controls and their effects in the world. An example is the up and down arrows used to represent the up and down movement of the cursor.

19
Q

Brief description of the Visibility design principle

A

Controls should be clearly visible, so users can see the controls that are available to them.

20
Q

Brief description of the Feedback design principle

A

This is the information sent back to the user to confirm what action has been done and what result has been accomplished.

21
Q

Brief description of the Constraints design principle

A

Constraints are ways of restricting the kind of interaction that can take place at a given moment.

22
Q

Brief description of Consistency design principle

A

Where a user interface is designed to follow certain rules, such as always selecting objects by clicking the left mouse button.

23
Q

Brief description of Affordance design principle

A

Affordance is an aspect of a control that makes it obvious how to use it.

24
Q

Three reasons why user involvement can be useful

A

To ensure users activities and goals are taken into account, expectation management (making sure user views and expectations are realistic) and to ensure ownership (users with a sense of ownership are more likely to be receptive to a product).

25
Q

What is the ‘user-centred’ approach?

A

This means that real users and their goals are the driving force behind the development of a product.

26
Q

What are other possible driving forces behind the development process other than user centred?

A

Other forces could be the characteristics of the technology or preferences of other stakeholders

27
Q

Define Stakeholders

A

Stakeholders are people or organisations who will be affected by the systemor who have a direct or indirect influence on the system requirements.

28
Q

What are the four stakeholder groups?

A

Beneficiaries, Decision Makers, Gatekeepers (like secretaries) and Workers

29
Q

What is the role of the user in field studies?

A

In the field studies it is the role of the users to behave naturally,continuing as usual whilst they are being observe by evaluators.

30
Q

What is heuristic evaluation?

A

Heuristic evaluation is a method which identifies usability problems by evaluating the design against a collection of heuristics, based on design guidelines.

31
Q

Who are the common members of a multi-disciplinary team?

A

Interaction Designer - wants it to be easy to learn and use
Teacher (educational advisor) - wants it to able the user to learn from the product
Graphic Designer - want it to look attractive
Software Engineer - want the programming of the product to be achievable.