Block One Flashcards
Give four questions you need to answer in order to optimize user interaction with a n interactive product.
- 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?
List 5 design problems that can cause frustration.
- When we cannot find the function that we need.
- When we select an option and either we are not sure what its effect has been, or the effect is not the one we wanted.
- When icons are so small we cannot see what they are suppose d to represent.
- When it is unclear what icons mean.
- When the software requires us to work very inefficiently, perhaps requiring more key clicks than is really
necessary.
ID has a lot of jargon, some of which has been adopted by industry in order to sell pruducts. Some organisations use this jargon in a misleading way. Using Normans definition, what is a ‘red flag’ ?
A red flag is a term that claims to indicate sensitivity to human needs but may in fact reflect a complete lack of understanding of people.
Summarise the possible unfortunate implications of the red flag ‘fool-proof’.
You think your customers are fools.
Summarise the possible unfortunate implications of the red flag ‘user-friendly’.
The product holds users by the hand and forces them to do things one step at a time, in prescribed order, whether they like it or not.
Summarise the possible unfortunate implications of the red flag ‘intuitive’.
‘so automatic it is not conscious’, but almost everyting we call intuitive, such as walking or using a pencil, took years of practice.
What is ID, and what are the results of good ID?
ID is surprisingly difficult to define. That is because it is a relatively new term and the meaning of such terms tends to evolve over time.
The main definition for the purposes of M364 says ID is designing interactive products to support the way people communicate and interact in their everyday and working lives.
A second definition: It is about developing interactive products that are easy, effective and enjoyable to use. It encourages an easy, natural and engaging interaction between a user and a system.
Why is it important for the process of ID to identify the needs and establish the requirements for the user experience?
The characteristics of the users, how they will be using the product, the environment in which they will be using it, and the activities they will be using it for must all be taken into account. All these issues relate directly to the design of the interaction. It places a particular emphasis on understanding what the users do, and on the cultural differences between users.
Why is it important to evaluate what is being built throughout the ID process and the user experience it offers?
Evaluation is necessary to establish whether or not the product is usable. This is usually achieved by involving users in the evaluation process, as they are in the best position to establish the effectiveness of the design. The evaluation process also enable you to develop a fuller understanding of the users.
List the six usability goals.
effectiveness efficiency safety utility learnability memorability
Which usability goal answers the following question:
Is it possible for the user to work out how to use the product by exploring the interface and trying out certain actions?
learnability
Which usability goal answers the following question:
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?
Safety
Which usability goal answers the following question:
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?
Effectiveness
Which usability goal answers the following question:
Does the product provide an appropriate set of functions that will enable users to carry out all their tasks in the way they want to do them?
Utility
Which usability goal answers the following question:
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?
Memorability
Which usability goal answers the following question:
Once users have learned how to use a system to carry out their tasks, can they sustain a high level of productivity?
Efficiency
What does the user experience goal ‘Satisfying’ mean?
When you use the interactive product it allows you to do what you want to do easily and quickly - it lines up with your expectations.
What does the user experience goal ‘Enjoyable’ mean?
Using the interactive product is something you look forward to, for example, choosing a holiday on the Web.
What does the user experience goal ‘Fun’ mean?
There are light-hearted elements involved in using the interactive product. For example, most games are designed to be fun - presenting enjoyable challenges, giving rewards and so on.
What does the user experience goal ‘Entertaining’ mean?
This is similar to enjoyable and fun, but I think that if I am being entertained, I am taking a more passive role. For example, when listening to music on my MP3 player I am being entertained.
What does the user experience goal ‘Helpful’ mean?
When you experience difficulties sing the interactive product it helps you achieve your goals, For example, the spelling-checker in Word underlines misspell t words an can suggest possible correctly spelt replacements.
What do you think is the key usability goal and user experience goal for a mobile device that allows young children to communicate with each other and play collaborative games?
A collaborate device should be easy to learn and memorable, fund and entertaining.
What do you think is the key usability goal and user experience goal for a video computer conferencing system that allows students to learn at home?
A learning device should be easy to learn, efficient, motivating and rewarding.
Page 29 of the Set Book describes design principles as ‘generalizable abstractions intended to orient designers towards thinking about different aspects of their designs.’ Using this definition, is the following a design principle, and why?
You must always put the Help menu at the left-hand end of the menu bar at the top of the screen.
It is not a design principle because it is very detailed and prescriptive, so rather than guiding your thinking it tells you precisely what to do. Such statements are usually referred to as design rules and you may find them in style guides such as those for computer operating systems such as Windows or Mac OS