Exam Q Orre Flashcards

1
Q

Frame the interaction of a microwave oven.

A

Input: Cold food

Output: Hot food

Controls: door, buttons

Display: digital display, sound, light inside

Receptors: Eyes (vision), Ears (sound)

Effectors: hand/fingers

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2
Q

Somantic marker hypothesis?

A

Hyptohtesis that feelings in the body provoke emotion. Rapid heart rate = anxiety. Nausea = disgust. Important since during testing feelings can be provoked as a possible emotion. Located in the amygdala

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3
Q

Affective ventriloquism?

A

When one sense can effecte the others. If something feels good to touch, it could affect the visuals of the object in a positive way.

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4
Q

Difference between correlation and causality?

A

Correlation: If two results correalate and shows the same results.

Causation: If, and if so only, how these results are connected. A+B? A->B? A<-B? A->B+C?

Example: People arriving to a train station and then the train arrives. The train didnt cause the people to arrive ant he people didnt cause the train to arrive. Both depend on a timetable.

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5
Q

Why is interaction important? (Especiallt experience design?)

A

Very soon user wont be satisfied with products that just work, user will expect easy-to-use, good looks and joyful experiencies.

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6
Q

Explain FF, Action and FB.

A

FF, Feedforward, implicates what the user should do. Semantic och direct.

Action, The action of the user.

FB, Feedback, What happens after the action is done.

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7
Q

Inherent FB?

A

That FB should be strongly connected to the action. Example a light-swith that lights up when switched.

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8
Q

Explain (i) Direct methods, (ii) Indirect methods, (iii) methods without the user.

A

Direct methods:

Unstructured interviews: Clear goal, no guidelines, unfamiliar context

Semi-structured interview: With guidelines, open-ended questions

Focus-group: Semi-structured interview with moderator. 6-10 persons. Time-effective.

Questionnaire: Closed yes/no/multiple choice questions. Quantitative data for ex validization

Diary: Info from user under a longer period of time.

Indirect methods:

Observation: Observe how the user interact with the product.

Shadowing: Observe and ask questions about how the user interact with the product.

Methods without users:

IDEO-cards

Try-it-yourself

Error-analysis

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9
Q

What is Neuro-plasticity?

A

Lasting change to the brain during an individual’s lifespan.

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10
Q

Difference between Affordance, Preceptual information and Percieved affordance?

A

Affordance: What an object can do. Example a flip button is switched, a knob is turned. Physical properties.

Perceptual information: What the object tells us: labels, colors etc.

Percieved affordance: Affordance is connected to physical things, as in digital interfaces we can look for something to give it percieved affordance. Example a shadow next to a button to make it look “pushable”.

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11
Q

Explain frontal lobe.

A

Front of the brain: motor skills, planning, execution

Damage leads to: paralyzis

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12
Q

Explain temporal lobe:

A

Recognition of objects, faces, hearing

Damage leads to: hard to recognize objects, hearing problems

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13
Q

Maslow’s pyramid?

A

Physical needs,

Safety,

Love and belonging,

Esteem,

Self-actualization

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14
Q

What traits are specific for the left/right brain?

A

Left: logic, mathematics, language, witing, reading

Right: creativity, art, personality, music

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15
Q

Explain Why What How.

A

Why: Needs and demands of the user

What: What should be done, functionality of the system

How: How it should be done, what technologies etc.

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16
Q

What is a Neuron?

A

Nerve-cell that recieves, processes and transmits singals in the body through Axons

17
Q

Three different definitions of Interaction Design and description.

A
  • Behaviorist: IxD is about defining behavior of artifacts, systems and environments.
  • Social: Facilitating communiaction between humans with product.
  • Technology: Making products useful, useable and pleasant.
18
Q

Explain Partial Lobe.

A

Top of the brain: navigation, self-awereness, object action, attention.

If damaged: navigation issues

19
Q

Synesthesia?

A

Means that senses are interconnected. Example: In Seatlle they built a waterfall in front of a highway. Seeing the waterfall combined with the highway made the noise of the highway more pleasant.

20
Q

Explain convergent afferent.

A

Two unique signal comes together to on new signal: for example heart attack.

21
Q

From a neuroscientific point of view: what should a designer include when designing a website to make it interesting?

A

Color, moving objects, contrast, evolutionary objects (faces).

22
Q

The five dimensions of Interaction Design:

A

1D: Words

2D: Visual representation

3D: Physical objects

4D: Time

5D: Behavior

23
Q

Cognitive and sensory overload? Explain

A

When one or more sensors is super-stimulated. Makes processing data harder. Better to split information over several senses.

24
Q

Explain difference between CLI-GUI-NUI:

A

CLI: Coding in console

GUI: Graphical representations

NUI: touch, voice, gestures

25
Q

Explain Cognitive inhibition.

A

Brains ability to tune out stimuli that are irrelevant

26
Q

Why is it important to consider neuroscience in design?

A

Knowing instead of guessing could save time and effort.

27
Q

How did the approach to designing artifacts change during (i) digital revolution, (ii) information revolution?

A

Digital revolution:

Physical & goal-oriented -> Digital & goal-oriented

Information-revolution:

Digital & goal-oriented -> Digital & Experience-oriented

28
Q

Cingulate cortex?

A

Inner part of the brain responsible for decision making, monotoring, outcome prediction

29
Q

The four interaction design approaches:

A

User-centered design: All about the user. Up to the designer to design according to users demands and needs. Users involved in the whole process.

Activity-centered design: All about the activities, not the goal.

Genius design: Design relying on the designers knowledge. If users are involved in the process it could be for validization.

System design: Design of the system, objects, etc. Not the user.