Exam 2 Flashcards
Describe various methods that can be used during the design phase (from conceptual design to prototype).
Design can be broken down into two different parts: Conceptual design and Physical design
- Conceptual Design
Conceptual design focuses on: defining what the product will do, identifying user needs, and mapping out the product’s structure and interactions. It involves three elements: Strategy, Scope, and Structure:
Strategy:
- Understand users’ needs and identify key problems to solve.
- Conduct user research methods, like: interviews, observations, and surveys, both qualitatively and quantitatively.
- Persona creation (to represent typical users) and scenario development (to map out specific use cases) help get a clear understanding of the target audience’s goals and expectations.
Scope and Structure:
- This element is about translating user needs into specific features and organizes them logically.
- Affinity diagramming and journey mapping help designers organize and make sense of collected user data.
- Card sorting is a practical technique here, where users group concepts, revealing their mental models and how they categorize information.
- Physical Design
Bring conceptual model to life
Focus on layout, functionality and overall look/feel of the product.
Create prototypes to visualize and test the design.
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Low-Fidelity Prototyping:
- Prototyping is used to quickly visualize design ideas and test early concepts.
- Can be paper sketches, wireframes, or basic digital mockups.
- Often disposable prototypes that allow for rapid iteration based on feedback.
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High-Fidelity Prototyping:
- Typically used later in the design phase
- Creating an almost-complete product simulation that allows user interaction and testing.
- Hi-fi prototypes can be made using tools like Figma or Adobe XD
- Should include realistic data and interactive elements to emulate the final product as closely as possible.
Define and discuss the difference between usability and user experience
Usability vs. User Experience
Usability refers to how effectively, efficiently, and satisfactorily users can interact with a product to achieve their goals.
- Good usability involves minimizing the effort users need to be able to understand and navigate a system
- Specific usability goals include:
- Effectiveness: The product’s ability to perform its intended functions accurately.
- Efficiency: How quickly and easily users can complete tasks
- Safety: Ensuring minimal user errors and easy recovery from mistakes.
- Learnability: How quickly one can become proficient with the product.
- Memorability: How easily users remember how to use the product after taking a break from using it
User Experience (UX) is a broader concept that encompasses usability but goes beyond it.
- Usability is focused on functionality and ease of use,
- UX focus is to create a satisfying and meaningful experience for the user.
- UX combines elements of usability with utility and emotional satisfaction, making interactions more than just functional, but also enjoyable and engaging.
The Broader Scope of User Experience (UX)
While usability and utility contribute significantly to UX, user experience also considers the user’s emotional, aesthetic, and social connection to the product:
- Example, a book website may have excellent usability, with clear navigation and no errors, and a high level of utility if it includes functions users need.
- However, if it lacks school books (needed by students), it is not useful for this audience and would provide a poor user experience. Thus, it does not meet users’ broader goals or emotional needs.
What is a PACT analysis? Give examples of how it can be used.
PACT analysis is a framework in design that considers People, Activities, Contexts, and Technologies to create user-centered solutions.
Designers can better address user needs by understanding these four elements. Which would lead to more effective and intuitive designs.
- People
- Focus on charactaristics of the users or influenced by the product
- Different user backgrounds shape their interactions with the product (physical, cognitive, social attributes)
- Persona development is a useful here
- Allows designers to represent differnet users and their behaviors and goals by creating fictional characters.
Example: A design for an ATM, the “users” would include bank customers with varying levels of digital literacy, physical ability, and security concerns.
- By creating personas (e.g., a tech-savvy young adult, a visually impaired user, and an elderly individual) allows the design to address these different needs effectively.
- Activities
Activities represent the tasks or processes that people undertake to achieve their goals.
- Understand users actions and sequence they do them in = understand the information they need in each step
- Like frequency, duration and importance of actions. Then design it accordingly.
Example: In the ATM scenario, Each step should be simple, quick, and intuitive to ensure a smooth user experience, especially for users who may be in a hurry or unfamiliar with the machine.
- Contexts
Contexts consider the physical, social, and cultural environments where activities occur.
- Location, time of use, distractions, and security considerations.
- Context analysis helps see how the environment impacts user interactions and what special requirements needs to be sorted to adapt the design.
Example: The ATM’s location affects its security design
- Technologies
Technologies refer to the devices, tools, or systems that support activities within specific contexts.
- It’s about understanding both current and emerging technologies that could influence or enhance user interactions.
- Hardware, Software, data processing, and accessibility features.
Example: For the ATM, technology includes the card reader, touch screen, PIN keypad, and cash dispenser.
- Understanding how these components work together ensures a secure and efficient transaction.