Block 3 Flashcards

1
Q

Conceptual model

A

Meaning high level description of how a system organised and operates

Describes only what people can do with system and what concepts they need to understand how to operate it

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

Conceptual model components

A

Has four components -

  1. Metaphors and analogies
  2. Concepts and tasks users will be exposed to
  3. Interrelationships between concepts
  4. Mappings between concepts and user experience
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Benefits of conceptualising design

A

Encourages design teams to -

Not become too narrowly focused early on and avoid being committed to particular implementation

Establish set of common terms everyone understands and agrees upon

To clarify priorities

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

Conceptual model of interaction

A

Can be constructed at different levels of design, focusing on different perspectives on the product

Different conceptualisations of design lead to different interface choices

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

Mental models and other frameworks

A

Design is process of interpretation, of design context into requirements spec, of the spec into conceptual model, of conceptual model into interaction model and so on

Each interpretation step must preserve (or improve) coherence of conceptual model

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

Norman’s gulfs of execution and evaluation

A

Gulf of execution refers to gap between what user wants to do and what product allows them to do

Gulf of evaluation refers to gap between what interactive product does and what user perceives that it does

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Other cognitive frameworks

A

Used to be though that mental model all in a given user’s mind

Over the years this was perceived to be an oversimplification of how people make sense of situations

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

key interface concepts

A

Symbolic vs direct manipulation, embodied interaction, multiple platforms, context awareness

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

Symbolic vs direct manipulation

A

Symbolic you must know how to enter info and remember what it is you need to enter

Direct allows users to manipulate graphical objects using gestures and physical actions that correspond loosely to way they manipulate physical objects

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

Core principles of direct manipulation

A

Three core principles -

  1. Continuous representation of objects and actions of interest
  2. Rapid reversible incremental actions with immediate feedback
  3. Physical actions and button pressing instead of issuing commands with complex syntax
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Embodied interaction

A

GUI and VR interface types involve contrasting techniques

Strong connection principle underlying both interface types

Term used by interaction designers for kinds of interactions that take advantage of body’s contributions to cognition, and of its situation in an environment

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

Embodied Cognition

A

Term used by psychologists to draw attention away from abstract symbolic thinking towards more bodily-centred and situated ways of understanding one’s surroundings

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

Multiple platforms

A

Designer must allow for use over multiple platforms in some instances. E.g. Web browser (Different screen or device)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Context Awareness

A

User no longer sole source of input
Now info gathered and analysed automatically without initiation by the user

Context in which interaction with tech takes place is of great importance

Shifts interaction away from model of user instructing computer, to interactive device that does things initiated directly by user

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Context awareness devices

A

Accelerometer, Gyroscope, Magnetometer, GPS, Proximity sensor, World-facing camera, User-facing camera, Microphone, Wi-Fi, Bluetooth, Fingerprint sensor

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Thinking about interface design

A

Valuable to have some conceptual tools

Different interface types should not be considered as a disconnected catalogue

17
Q

Prototyping

A

Can come in many different shapes, and can be created from many different materials, but purpose is to represent design idea concretely

Building prototypes done for number of reasons. help during stakeholders discussions, try out feasibility of idea etc.

Producing prototypes helps designers choose between alternatives

18
Q

Using scenarios

A

Purpose of drawing scenario storyboards is to help designer consider design decisions and alternatives from user’s perspective

19
Q

Prototyping screen-based interfaces

A

Many design ideas assume user interacting with some type of screen-based interface

20
Q

Interface sketches

A

Draw mobile interface sketches if required

21
Q

Interface storyboards

A

Need to show actions, interactions and user experience over time

Simple way to accomplish this is to create interface storyboard

22
Q

Other low-fidelity prototyping

A

Wizard of oz technique - Person uses prototype that is non-functional, while behind the scenes another person changes the interface

23
Q

Digital-physical prototypes

A

Designing where interface not screen based

Could use photos and notes to help create scenarios

Different prototypes help explore different aspects, and one prototype can’t do everything

24
Q

Conceptual model

A
  1. Main concept that underlies product; could be in the form of a metaphor
  2. Type of tasks or activities user expected to carry out
  3. Important aspect of user experience
25
Q

Interaction design framework

A

Idea ; Metaphor ; Model ; Display
Error ; Scenario ; Task ; Control

Top row shows overview, bottom row shows details

26
Q

Idea

A

Main underlying idea for interaction design

27
Q

Error

A

Problem it seeks to address or outcome it is aiming to avoid

28
Q

Metaphor

A

Embodies basic idea of how users will understand and experience interaction

29
Q

Scenario

A

Gives quick glimpse of context

30
Q

Model

A

How users will understand working of the system

31
Q

Task

A

Specifies what actions they will actually perform with interactive device

32
Q

Display

A

How device will look

33
Q

Control

A

How user can manipulate display

34
Q

About the framework

A

Allows us to put together important concerns that together form conceptual design

Combines both general overview with details

Once all elements gathered, they can still change. Framework makes it easy to iterate

35
Q

Design becoming concrete

A

Conceptual design must eventually become concrete. Gradual process with lots of iteration