Chapter 1 Flashcards

1
Q

What is interaction design?

A

Det är designen av interaktiva produkter för att stödja hur människor kommunicerar och interagerar i deras vardag och arbetsliv

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2
Q

The interaction design field is connected to

A

a variety of design practices and scientific fields

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3
Q

Usability

A

hänvisar till att säkerställa att interaktiva produkter är lätta att lära sig, effektiva att använda och roliga ur användarens perspektiv. Det handlar om att optimera interaktioner människor har med interaktiva produkter så att de kan utföra sina aktiviteter

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4
Q

User experience

A

refererar till hur en produkt beter sig och används av människor i den verkliga världen. Jakob Nielsen och Don Norman (2014) definierar det som att det omfattar ”alla aspekter av slutanvändarens interaktion med företaget, dess tjänster och dess produkter.

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5
Q

Accessibility

A

refers to the extent to which an interactive product is accessible by as many people as possible. The focus is on people with disabilities.

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6
Q

Is the product capable of allowing people to learn, carry out their work efficiently, access the information that they need, or buy the goods that they want

A

Effectiveness

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7
Q

Effectiveness

A

is a general goal, and it refers to how good a product is at doing what it is supposed to do

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8
Q

Once users have learned how to use a product to carry out their tasks, can they sustain a high level of productivity?

A

Efficiency

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9
Q

Efficiency

A

refers to the way a product supports users in carrying out their tasks.

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10
Q

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

Safety

A

innebär att skydda användaren från farliga förhållanden och oönskade situationer. I förhållande till den första ergonomiska aspekten hänvisar det till de yttre förhållanden där människor arbetar.

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12
Q

Utility

A

refers to the extent to which the product provides the right kind of functionality so that users can do what they need or want to do.

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13
Q

Does the product provide an appropriate set of functions that will enable users to carry out all of their tasks in the way they want to do them?

A

Utility

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14
Q

What types 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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15
Q

Memorability

A

refers to how easy a product is to remember how to use, once learned. This is especially important for interactive products that are used infrequently.

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16
Q

Is it possible for the user to work out how to use the product by exploring the interface and trying certain actions? How hard will it be to learn the whole set of functions in this way?

A

Learnability

17
Q

Learnability

A

refers to how easy a system is to learn to use.

18
Q

Consistency

A

To design interfaces to have similar operations and use similar elements for achieving similar tasks

19
Q

Visibility

A

It helps users to know that to do next

20
Q

Constraints

A

Determines ways of restricting the kinds of user interaction that can take place at a given moment

21
Q

Feedback

A

It sends information about what an action has been done and that has been accomplished, allowing the person to continue with the activity

22
Q

Affordance

A

It refers to an attribute of an object that allows people to know how to use it

23
Q

The more visible functions are, the more likely it is that users will be able to know what to do next

A

Visibility

24
Q

Involves sending back information about what action has been done and that has been accomplished, allowing the person to continue with the activity

A

Feedback

25
Q

The concepts refers to determining ways of restricting the kind of user interaction that can take place at a given moment

A

Constraining

26
Q

Refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks

A

Consistency

27
Q

A term used to refer to an attribute of an object that allows people to know how to use it

A

Affordance

28
Q

What are the 6 usability goals?

A

effectiveness, efficiency, safety, utility, learnability, memorability

29
Q

What is the difference between usability goals and user experience goals?

A

The usability goals are easy to measure objectively. User experience goals are measured in a more subjective way meaning that the user most of the time will need to self-report.

30
Q

Which are the most common design principles?

A

Visibility, feedback, constraints, consistency and affordance

31
Q

What is design principles?

A

Design principles are used by interaction designers to aid their thinking when designing for the user experience. These are generalizable abstractions intended to orient designers toward thinking about different aspects of their designs.