Good And Poor Design Flashcards

1
Q

What are the six usability goals ? And what are the key questions to ask when establishing if goals have been satisfied?

A

Effectiveness , Efficiency, Safety, ,utility, learnability, Memorability,

Question 1- is it possible for user to work out how to use the product by exploring the interface and trying out certain actions

Safety- question : what is the range of errors that are possible using the product by exploring the interface
Question 3 - 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?
Question 4 - 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?
Question 5 - what kinds of interface support have provided to help users remember how to carry out tasks , especially for products used infrequently?
Question 6- Once users have learned how to use a system to carry out their tasks , can they sustain a high level of productivity?

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2
Q

What are the ten user experience goals ?

A

Satisfying, enjoyable, fun, entertaining, helpful,motivating, aesthetically pleasing, supportive of creativity, rewarding, emotionally fulfilling.

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3
Q

What is a rating matrix?

A

It is used to find trade offs between two usability goals

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4
Q

Design process is usually guided by design principles , list the five most important ones?

A

Visibility, feedback, constraints, consistency and affordance.

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5
Q

What are design principles?

A

Generalised abstractions used to orientate designers towards thinking about various aspects of their design.

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6
Q

What would you use to gather userbility goals, in requirements stage?

A

Usability Fit criterion

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7
Q

List the types of interviews ?

A

In-structured interview
Structured interview
Semi- structured interview
Group interviews

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8
Q

What is interactive product?

A

Interactive product is an artefact with which a user can interact with.

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10
Q

What is a conceptual model?

A

Conceptual model is a high level description of how n system is organised and operates

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11
Q

What are main components of a conceptual model?

A

The major metaphor
The concepts
The relationships between concepts
The mappings

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12
Q

What are the three benefits of a design team conceptualising design of product in its early stages of development ?

A

1) to oriente themselves to ask themselves specific questions on how conceptual model will be understood by the target user
2) to not become narrowly focused earlier on
3) to establish common terms understood and agreed by all, avoiding confusion ad conflict in future.

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13
Q

What is the main benefit of interface metaphors?

A

Interface metaphors allow users to talk about what they are doing in terms of what they are familiar with.

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14
Q

What activities are central in working out the problem space?

A

The central activities are clarifying usability and user experience goals and explicating your assumptions and claims.

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15
Q

Wht are the four questions to ask of a situation that can help explore the problem space?

A

1) What are the problems to the existing products?
2) Why do you think there are problems?
3) How do you think the proposed design idea might overcome these?
4) If you have not identified problems and are designing for a new user experience how might design support ,change, extend ways of doing things?

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16
Q

What is emulation and what are the disadvantages?

A

Emulation is approach to using metaphors in interaction design where you emulate in digital world ,methods or strategy commonly used in physical world

When strategise from digital world are translated into physical world too literally they can over-constrain the user, or fail to make the most of initial possibilities.

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17
Q

List category of input device?

A

Discrete input device and continuous input device.
Discrete is split action like key entry , continuous input involves continuous action that canon be split like mouse movement.

18
Q

What are two types of pointing devices and give examples?

A

Pointing device are divided into
Indirect pointing : which require user to move screen cursor to position e.g mouse, joy stick.
Direct pointing : allows user to point directly to relevant position on screen. I.e touch screen, pen system

19
Q

List the set of cognitive processes that are relevant in interactive design?

A
Attention
Perception
Memory
Learning
Reading , speaking and listening
Problem solving, planning, reasoning, and decision making.
20
Q

What areas is low-fidelity useful for exploring with users?

A
  • Concepts and terminology
  • Navigation, workflow, task flow
  • Content
  • Documentation/help
  • Requirements/functionality
  • Interface layout
21
Q

What are the three things to consider before beginning a design of a product?

A

Who are the users?
What are the activities the product is being used for?
What environment is the product going to be used in?

22
Q

What are the 3 characteristics of interaction design?

A

Focus on user
Iteration
Userbility and user experience goals established from the start