Block Three Flashcards
Why is it inappropriate to start designing at the physical level?
If a designer beings by considering the physical aspects of an envisaged product, and maybe the technology to be used, then usability and user experience goals can easily be overlooked.
What activities are central to working out the problem space for a product?
The central activities are clarifying your usability and user experience goals, and explicating your assumptions and claims.
Give four questions that you can ask of a situation that will hep you to start exploring the problem space.
- Are there problems with an existing product or user experience? If so, what are they?
- Why do you think there are problems?
- How do you think your proposed design ideas might overcome these?
- If you have not identified any problems and instead are designing for a new user experience how do you think your proposed design ideas support, change or extend current ways of doing things?
The definition of a conceptual model refers to four components of the intended product that should be descried in the product’s conceptual model. What are these four components?
- The major design metaphors and analogies that are used to convey to the user how to understand what a product is for and how to use it for an activity.
- The concepts that users are exposed to through the product, including the task-domain data-objects users create and manipulate, their attributes and the operations that can be performed on them.
- The relationships between those concepts, e.g whether one object contains another, the relative importance of actions to others, and whether an object is part of another.
- The mappings between the concepts and the user experience the product is designed to support or invoke.
Name three benefits for the design team of conceptualizing design in general terms early on in the design process.
- to orient themselves towards asking specific kinds of questions about how the conceptual model will be understood by the target users.
- not to become narrowly focused early on.
- to establish a set of common terms they all understand and agree upon, reducing the chance of misunderstandings and confusion arising later on.
What is the main benefit of using an interface metaphors?
Interface metaphors allow people to talk about what they are doing in therms they are familiar with.
What are the main disadvantages of emulating strategies fro the physical world in the digital world?
When strategies from the physical world are translated into the digital world too literally they may over-constrain the user, or fail to make the most of digital possibilities.
How is the idea of emulating physical world strategies in the digital world related to the use of interface metaphors?
Metaphors are used in order to help users understand new concepts by building on familiar knowledge. This usually entails taking experience from the real world and translating it somehow into the digital world. Emulating strategies fro the physical world i one way of developing methaphors.
Why is it difficult to delegate tasks to digital agents or to leave it to the environment to determine how to respond to a situation?
The problem with delegating tasks to agents or leaving it to the environment to determine how to respond is that it is very difficult to predict what is happening in and what users want done or the information they require, and so on.
What does it mean for interaction to be tightly or loosely coupled? Give an example of each.
Coupling refers to the link between an action in the physical world and the response from an interactive product. Tight coupling is where the action causes and effect that is immediate and obvious, such as raising your arm causes the light to go on. Loose coupling is were the effect of an action is not immediate and not obvious, such as walking past a sensor which causes a message to be sent to someone’s phone
Keyboards or keypads, and pointing devices are kinds of input devices. Briefly describe one example of each, and suggest an example application for which it would be appropriate.
One example of a keyboard is a chord keypad. With this device, several keys are pressed at once in order to enter a single character. This kind of input device has been used for deep sea divers who have restricted mobility.
An example of a pointing device is a trackball, which is an inverted mouse. Trackballs are often used with computer game consoles.
Consider interfaces based on -iris and fingerprint recognition, -handwriting recognition, -speech and gesture. Which of these is discrete and which is continuous?
Iris and fingerprint recognition is discrete since it is essentially a picture of the iris or fingerprint.
Handwriting, gesture and speech recognition are all examples of continuous input. Gesture represents continuous input as the system needs to monitor all movement to understand the gesture, while both handwriting and speech are also continuous actions.
Cognition refers to what goes on in our heads. The Set Book introduces six cognitive processes that have implications for interaction design, but there are many other things going on inside our heads. Suggest some other processes that would be covered by this definition of cognition.
Other processes include being aware of the environment, sensing, making judgments and using imagination.
Which cognitive process would affect the design decision of the following process:
-including animated adverts on a web page.
The cognitive process concerned is attention. Moving images attract our attention more than static text. Advertisers want their adverts to be read and so they animate their adverts.
Which cognitive process would affect the design decision of the following process:
-the magnifying glass in Adobe Reader
The cognitive process concerned is reading.
The magnifying glass allows you to see the overall view of the document, yet also to magnify specific areas to be seen in more detail.