GPT Book Flashcards

1
Q

What is interaction design (IxD)

A

Interaction design is the design of:

  • interactive digital products
  • environments
  • systems
  • services
    With a focus on how users engage with them.
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2
Q

What are usability metrics commonly used to measure?

A

Task completion time, error rate, success rate, and user satisfaction.

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3
Q

What is ‘people-centered design’?

A

People-centered design places users’ needs, behaviors, and perspectives at the core of the design process.

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4
Q

What is the difference between ‘efficiency’ and ‘effectiveness’ in usability?

A

Efficiency = how quickly a user can complete a task

Effectiveness = the accuracy and completeness with which a user achieves a goal.

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5
Q

What are ‘heuristics’ in interaction design?

A

Heuristics are general guidelines or rules of thumb used to evaluate the usability of a product or interface.

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6
Q

What are the main practical issues with user research in interaction design process?

A
  • Accurately capturing users’ needs, difficult as a result of different backgrounds, skills and preferences
  • Defining requirements
  • Balancing design trade-offs
  • Time and resource constraints
  • Communication/collaboration among stakeholders
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7
Q

Challenge in understanding user needs?

A
  • Accurately capturing users’ needs can be challenging due to diversity in user backgrounds, skills, and preferences.

Solution:

  • Use a mix of data gathering methods tun understand users and their goals
  • Check iteratively with them throughout the process
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8
Q

Why is it difficult to define requirements in the design process?

A

Translating user research to actual design requirements is complex.

Requires a set of clear definitions in

  • What the product does (functional)
  • It’s usability and aesthetic requirements (non-functional)
  • Personas and scenarios will help getting an image how real users interact with the system
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9
Q

If designers balance design trade-offs, what does that refers to?

A

Usability, aesthetics and technical constraints

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10
Q

With time and resource constraints in a project, what should the focus be on?

A
  • Core features
  • Only add secondary features when resources allow for it
  • Prototyping helps save resources by identifying potential issues early on
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11
Q

What can be done to better communication among stakeholders?

A
  • Use shared documentation
  • Collaborative platforms
    -Regular meetings.
  • Involve stakeholders early on in the design process
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12
Q

What is interface metaphors?

A

It’s a design concept that uses familiar real-world objects or actions to help users understand how to interact with a digital system.
Examples:

  • Shopping cart in e-commerce
  • Folders, files and trash can on your digital desktop, objects similar to physical environment
  • Desktop metaphors diminishes with cloud storage, files aren’t bound to a single device anymore
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13
Q

Give example of different interaction types and what they entail

A

Instructing

  • Users issuing commands to a system
  • When speed and efficiency are required

Conversing

  • Virtual assistants, customer support bots
  • Siri, Alexa
  • Guiding users through decisions
  • Human-like

Manipulating

  • Interact with virtual objects, as if they were real.
  • Drag and drop, touch screen
    • Pinch to zoom
  • Provide a sense of physical control over virtual object

Exploring

  • Users navigate through a digital or physical space
  • VR, AR
  • Google maps

Responding

  • System proactively send prompts/notifications to the users
  • Netflix/TV: Are you still watching?
  • Keeps users engaged/informed without requiring a constant input
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14
Q

What are the HCI/Interaction design paradigms? And how do they differ?

A

The Paradigms defines how problems are framed, which in turn is defined/determined by communities of researchers and designers

  • 1980s = user-centered design focus on desktop interfaces,
  • 1990s = interactive and distributed interfaces
  • 2000s = Ubiquitous and Mobile Computing
  • 2010s = Social, Context-Aware, sensors
  • 2020s = AI, Ethical Design, and Post-Digital Interfaces(VR/AR, smart homes)
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15
Q

What’s self-determination theory within HCI? And what are theories in HCI/Interaction design used for and derived from?

A
  • Theories
    • Often derived from psychology or sociology
    • Are used to understand and predict human interactions(structured explanations)
  • Theory of self-determination has been used in game design to explore motivation, offering guidance for creating engaging experiences​.
    • It pertains to the motivation behind people’s choices in the absence of external influences and distractions
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16
Q

What are Models in HCI?

A
  • Models = Simplified representations which help designers predict how users interact with their system
  • Models help designers understand the sequence of user actions and identify potential usability issues
  • Don Norman’s: “Seven stages of action”
    • Maps user goals, from forming an intention to evaluating outcomes
17
Q

What are Frameworks in HCI?

A
  • Frameworks
    • Frameworks provide designers with tools to scope, analyze, or evaluate experiences.
    • Some focus on learning, socializing, or emotion etc..
18
Q

Evaluation in Interaction Design is important, name a few types of evaluation and explain

A

Usability Testing

  • Primary object: is the product easy to use?
  • MLSEE
  • “Think-aloud” method
    • “Labs-in-a-box” = adapt usability testing to broader environments

Conducting Experiments

  • It’s a method to establish cause-and-effect relationships between different variables
  • Testing: manipulating independent variables, and measure dependent variables
  • Determine if the observed differences are statistically significant etc

in-the-Wild Studies

  • Evaluating user interactions with tech in real-world, natural settings
  • Valuable for new or context-sensitive technologies
  • Less about control, more about capturing authentic usage patterns
19
Q

Evaluation Methods, name a few and explain what they are

A

Heuristic Evaluation

  • Is a usability Inspection method
    • To evaluate an interface by examining it against established heuristics, or usability principles.
  • Role-playing user interactions
  • Some of Nielsen’s well-known heuristics include:
    • Visibility of system status: Users should always know what the system is doing. For instance, a loading indicator shows that the system is processing.
    • User control and freedom: Options to undo or exit actions easily, such as a “back” button in a form or a clear “cancel” option.
    • Error prevention: Example, disabling a “Submit” button until all fields are filled out.

A/B testing

  • Analytics-driven
  • Good for comparing different design variations to subset of users, to determine which performs best.
    • Measure specific metrics, click-through rates, time spent on page etc..

Predictive models

  • Mathematical formulas to estimate user interactions
  • Ideal for refining repetitive actions
  • Good for optimising layouts without extensive user testing
20
Q

Ethics and responsibility in AI
Why is privacy, ethics and responsible AI design important?

A

Privacy

  • Transparent = consent mechanisms
  • Important in the new age of data collection an AI

Ethics

  • Beware of biased algorithms
  • Build inclusive systems that account for variety of cultural, social and economic backgrounds

Responsible AI design

  • Diverse data sources to reduce bias
  • Make AI-driven decisions transparent where possible
21
Q

What are interfaces and name a few and elaborate

A

Interfaces are the means through which users interact with digital systems, it allows them to input commands, retrieve information, and navigate features

Interfaces
CLI

  • Command line based
  • Users interact with the system by typing commands.
  • Example: Windows command prompt, early systems

GUI

  • Graphical interface,
  • Uses elements like buttons, icons, windows, and menus
  • Users interact mainly with point and click actions

NUI

  • Meant to enable interaction that feel intuitive by mimicking real-world actions
  • Touch and gesture-based interactions
    • Pinch to zoom, swiping
  • Voice-controlled interfaces
    • Siri, alexa
    • Very accessibility friendly
  • Motion-based and Immersive interactions
    • VR, Nintento Wii,
    • Immersive, engaging experience
  • NUI design considerations
    • Prioritise simplicity and responsiveness to maintain “natural” appeal
22
Q

Why is it important to understand the Cognitive Aspects of interaction design?

A

Because HCI is very much an interdisciplinary field and it’s important to understand things such as:

  • Perception, memory, problem-solving and attention
    • These are CRITICAL to understand how users interact with systems
  • To encourage consistency, simplicity and clarity
23
Q

What is Expressive Interfaces?

A
  • Expressive interfaces conveys a personality or a certain mood
    • Evokes emotional responses
    • Positive emotions enhance usability and engagement
24
Q

What is Affective Computing and Emotional AI

A
  • Systems that respond to users emotional states
    • Example: Facial expressions, tone of voice, heart rate
25
Q

What is Persuasive Technologies?

A

Technologies that influence behavioural change
- Influences behaviours and encourage positive actions
- Promotes goal setting, feedback, motivational techniques

26
Q

What is Anthropomorphism in Design

A
  • The practice of giving technology human-like qualities
    • Avatars, smart assistance with names, conversational informal language, etc
27
Q

What are some key issues in Data Gathering and Analysis and why is it important to present ones’ findings?

A

Key Issues in different types of Data Gathering

  • Carefully planned to avoid bias in interviews, surveys or observations
  • Comprehensive enough to capture the nuances of user interactions and behaviors.

Presentation of Findings(Why should you present it?)

  • Enables stakeholders to understand and act on research insights.
  • Bridges gap between researchers and designers
28
Q

What exemplifies interaction design in Agile UX?

A
  • Focus is on constant re-iteration
  • Desigenrs work closely with developers
  • Short incremental cycles
29
Q

What are some typical usage of design patterns in interaction design, and explain design patterns!

A

Design patterns are a reusable solution to a common usability or navigation issue
Examples:

  • 3 horizontal line for a hamburger menu
  • Breadcrumb navigation
    • A trail of users path top of the page
  • Infinite scroll
  • Form field req validation before submit
30
Q
A