HCI Flashcards

HCI

1
Q

What are the 5 stages of Design Thinking

A

Empathise
Define
ideate
prototype
Test

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What is PACT analysis

A

People,
Activities,
Context,
Technologies.

is a framework used for used for making systems with people in-mind, Makes sure the system is user-centric.

  1. People
    Who are the users?
    Employees working on distributed global projects.
    Team members with varying technical expertise (both tech-savvy and non-tech-savvy users).
    Managers tracking team productivity and project progress.
    User needs:
    Intuitive and easy-to-use interface.
    Flexibility for both work and personal time management.
    Minimal effort required for data input and tracking.
  2. Activities
    What will users do?
    Record and manage work hours for tasks, activities, and projects.
    Track team deadlines, commitments, and individual progress.
    Set reminders and alerts for deadlines.
    Use the tool for personal time management outside work tasks.
    Key considerations:
    Must be able to log time quickly without interrupting workflow.
    Facilitate collaboration by sharing task updates and progress.
    Provide clear visualizations like charts or timelines.
  3. Contexts
    Where and when will the application be used?
    In a distributed workplace across different time zones.
    On various devices (desktops, laptops, smartphones, or tablets).
    During meetings, while working individually, or on the go.
    Considerations:
    Must work seamlessly across platforms (e.g., web and mobile).
    Offline mode might be needed for users in areas with poor connectivity.
  4. Technologies
    What technologies will support the application?
    Cloud-based systems for centralized data storage and syncing.
    Integration with existing tools like calendars, email, and project management software.
    Mobile-friendly and responsive design for accessibility on smartphones and tablets.
    Considerations:
    Ensure data security and compliance with privacy regulations.
    Real-time updates for shared team information.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

What is an Evaluation Plan

A

5 Ws
1What
2When
3Where
4 why/how
Who

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Outline Design thinking

A

Its a tool to help you solve problems creativly,
Empathise,
Define,
Ideate,
Prototype,
Test
focused on understanding the users problems so they can be solved correctly.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Convert from conceptual to physical

A

conceptual inputs:
1. User research
2. Surveys
3. competator analysis

Outputs:
1.use cases
2. Wireframes
3. Sketches

Physical inputs:
1.Wireframes
2. Technical specification
3. Design standards

Outputs:
1. high fidelity prototypes
2. Detailed navigation
3. Ready to develop designs for the programmers

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Why is color important in the design of digital interface design?

A
  1. Aesthetic Appeal
  2. usability
  3. Accessability
  4. emotion and perception

Influencing factors
1. Audiency demographic
2. Brand Guidelines
3. Context

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

What user Research Skills Required by a UX Designer?

A

Interviewing Skills:
Ability to ask open-ended and targeted questions to gather qualitative insights.
Example: Conducting interviews with potential users during a group project to understand their expectations for an educational app.
Survey Design and Analysis:
Designing effective questionnaires to collect large-scale quantitative data.
Example: Creating an online survey for a project to assess user satisfaction with an existing system.
Usability Testing:
Observing how users interact with prototypes to identify usability issues.
Example: Conducting usability testing sessions with classmates to refine the navigation flow of a website prototype.
Empathy Building:
Understanding users’ perspectives and challenges by observing their behavior.
Example: Shadowing users to see how they perform tasks on a legacy system, helping identify bottlenecks.
Data Synthesis:
Compiling research findings into actionable insights.
Example: Creating affinity diagrams to organize feedback collected during group interviews.
Persona Development:
Creating realistic representations of target users based on research findings.
Example: Developing personas to guide design decisions in a collaborative project.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

What is the difference between empathy Mapping and user personas?

A

empathy Mapping:
Definition: Empathy maps visualize what a user thinks, feels, says, and does. They help design teams understand users’ emotions and motivations.
Merits:
Quick to create and easy to adapt.
Encourages empathy by focusing on users’ emotional states.
Useful in brainstorming sessions to align teams on user pain points and goals.
Example: During a project, creating an empathy map for a student who struggles with online learning revealed frustration due to poor navigation, leading to a simpler design.
User Personas:
Definition: Personas are fictional characters representing user segments, based on research data.
Merits:
Helps in making design decisions by providing clear user archetypes.
Offers detailed insights, including demographics, goals, and behaviors.
Ensures consistency in understanding the target audience throughout the design process.
Example: Developing a persona, “Busy Barry,” for a scheduling app highlighted the need for quick task management features.
Comparison:
Empathy Mapping:
Focuses on emotions and behaviors in a specific context.
Better suited for early ideation stages.
User Personas:
Provides detailed, data-driven insights.
Useful for creating long-term strategies and aligning stakeholders.
By combining empathy maps and personas, UX designers can gain a holistic understanding of users and create impactful solutions.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

What is convergent vs divergent thinking?
Wat model uses this approach.

A
  1. Convergent
    linear way of thinking
    systematic approach
    Narrows down multiple ideas into a single solution
    focused
    2.
    web-like ideation. focused on the connection between ideas generates multiple ideas
    flexable and interative approach

The Design funnel (laseau) model uses this

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Effective interactive design tries to balance the correct assignment
of responsibilities to the human (analogue) and the computer (digital). use examples

A

assign things that the human or the computer are naturally food at like for human creative thinking and for the computer computation.

Examples:
From Study/Module:
User-Centered Design Principles: Assign repetitive or computational tasks to the system while leaving creative and decision-making tasks to humans. For example, in a book club application, the computer can handle automated reminders, tracking reading progress, or suggesting books based on user preferences. Users remain responsible for setting preferences or deciding meeting times.
Personal Experience:
In using voice assistants (e.g., Alexa, Siri), the system efficiently handles data retrieval (e.g., “What’s the weather?”) while the user interprets and decides actions based on that data (e.g., “Should I take an umbrella?”). A poor design here would require users to interpret raw, unprocessed weather data.
Key Implication:
Effective interaction design reduces cognitive load for the user and minimizes frustration, allowing each “agent” (human and computer) to perform tasks they excel at.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

What is sustainable Development?

A

Sustainable development in relation to Human-Computer Interaction (HCI) refers to designing and implementing technology and systems that support long-term environmental, economic, and social sustainability. This involves creating interactions, interfaces, and digital solutions that minimize environmental impact, promote equitable resource distribution, and enhance the quality of life for individuals and communities.

Here’s a breakdown of its key aspects:

  1. Environmental Sustainability
    Reducing Energy Consumption:

Designing systems that are energy-efficient, such as optimizing software to run on low-power devices or reducing computational overhead.
Example: Energy-efficient algorithms in cloud computing or green data centers.
Encouraging Eco-Friendly Behaviors:

Systems can be designed to nudge users toward sustainable behaviors, such as reducing energy usage, recycling, or using public transport.
Example: Apps like Google Maps suggesting walking or cycling routes instead of driving.
Minimizing E-Waste:

Interaction designs that extend the usability of devices by supporting modularity, repairability, or upgrades instead of replacements.
Example: Interfaces for upcycling older devices into functional tools (e.g., turning old phones into smart home controllers).
2. Economic Sustainability
Supporting Circular Economy:

HCI can promote designs that encourage reuse and sharing of resources, such as peer-to-peer sharing platforms (e.g., sharing apps for books, tools, or ride-sharing).
Example: Designing apps with intuitive interfaces that promote buying second-hand or renting items instead of purchasing new.
Efficiency in Systems and Processes:

Streamlined interactions can save time and reduce costs for users and organizations.
Example: Interfaces for remote work platforms (like Zoom or Slack) reduce commuting and operational costs.
3. Social Sustainability
Inclusivity and Accessibility:

Designing interfaces that are accessible to all users, including those with disabilities, different languages, or varying levels of technical expertise.
Example: Apps with voice commands, screen readers, or multilingual support that cater to diverse user groups.
Encouraging Collaboration and Equity:

Systems that promote social inclusion and equitable resource sharing.
Example: Online learning platforms enabling access to quality education for underserved communities.
Empowering Users:

Interfaces that help users make informed decisions, such as energy usage dashboards or health tracking apps.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Comment on the balance of balancing the workload of digital and analogue (humans and computors) and its implications for sustainable developement.

A

Examples:
Energy Efficiency:
Smart systems (e.g., smart thermostats) use sensors and algorithms to monitor energy use and suggest adjustments. Humans set preferences (comfort level), while the computer handles optimization, reducing energy waste.
Circular Economy Applications:

Digital systems can track products’ life cycles, alerting users when recycling or maintenance is needed. For example, in waste management, AI can sort recyclable materials while humans supervise and address complex sorting challenges.
Reduced Resource Use in Interaction Design:

By minimizing redundant user actions and automating processes, interaction design contributes to sustainability by lowering computational energy costs. For instance, well-designed systems reduce time spent on tasks, saving energy.
Key Implication:
Properly assigning roles between humans and computers not only enhances interaction but also contributes to sustainable practices by leveraging technology for optimization and minimal resource use.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Elaborate on the role of the prototyping phase in Design Thinking in supporting
the above statement. Your answer should consider the importance of this
phase, as well as its interaction with the preceding Ideation phase and the
subsequent test phase in improving the design of interactions for users of
technology devices.

A

Importance of Prototyping
Bridges Ideation and Testing:
Prototypes bring ideas to life, allowing designers to visualize and interact with concepts.
It helps in identifying which ideas are practical and worth pursuing.
Encourages Iteration:
Multiple prototypes allow for experimentation, refinement, and learning from failures.
Testing these prototypes provides insights into what works and what doesn’t.
Interaction with the Ideation Phase
From Ideas to Actions:
The ideation phase generates diverse concepts; prototyping selects and builds on the most promising ones.
Example: If brainstorming for a phone app leads to 10 features, prototypes can test the feasibility of these features.
Interaction with the Test Phase
Feedback Loop:
Prototypes allow users to interact with early versions, providing feedback on usability and design.
This feedback is used to refine and improve the prototype or return to ideation if necessary.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

What factors should be considered when choosing an interactive style for a system?

A
  1. User Characteristics
    Skill Level:

Novice users might prefer simpler styles like menus or guided wizards.
Expert users may benefit from command-line interfaces or shortcuts.
Cognitive Load:

The interaction style should minimize the mental effort required to perform tasks.
Accessibility:

Consider users with disabilities (e.g., screen readers for visually impaired users or voice interactions for motor-impaired users).
Preferences:

Some users may prefer voice interaction over typing, or visual over text-based options.
2. Task Nature
Complexity:

For complex tasks, a direct manipulation style (e.g., drag-and-drop) might be more effective.
Frequency:

Frequent tasks might benefit from faster methods like keyboard shortcuts or gesture-based controls.
Real-time Needs:

For tasks requiring immediate feedback (e.g., gaming or monitoring systems), a graphical interface or direct manipulation might be best.
3. Context of Use
Environment:

A noisy environment might favor text or graphical interfaces over voice interaction.
Hands-free situations may require voice commands or gesture-based interactions.
Device Type:

A mobile device might require touch-based interactions, while a desktop might favor mouse and keyboard inputs.
4. System Constraints
Technology Limitations:

Voice recognition systems might not work well in low-resource environments.
Systems with limited processing power might favor simpler graphical interfaces.
Cost and Development Time:

Some interaction styles may be more costly or time-consuming to develop (e.g., virtual reality).
5. Usability and User Experience
Learnability:

How quickly can users learn and adapt to the interaction style?
Efficiency:

How fast can users complete tasks once they are familiar with the system?
Error Tolerance:

Command-Line Interfaces: Suitable for technical users performing complex tasks.
Menus: Best for novice users with structured choices.
Direct Manipulation: Intuitive for tasks requiring real-time feedback.
Form Filling: Ideal for data entry tasks.
Voice Interfaces: Great for hands-free use but limited by environmental factors.
Gesture-Based: Effective for mobile and immersive systems like VR.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

What are the guidelines for adding Voice-first user experiences?

A

Use conversational language to make interactions feel natural.
Avoid jargon and use simple, clear commands that align with users’ mental models.

Provide clear and immediate feedback (e.g., verbal or auditory cues) to let users know their command was understood.
Confirm actions for critical tasks to avoid errors (e.g., “Did you mean to schedule the meeting for 10 a.m.?”).
Error Recovery:

Design for error tolerance by allowing users to correct mistakes (e.g., “Cancel that last action”).
Provide alternative phrasing suggestions when commands are not understood.
Personalization:

Allow users to customize commands or interactions based on their preferences.
Example: Adjusting the assistant’s tone, language, or voice speed.
Consistency:

Maintain consistent behavior across similar tasks to help users predict system responses.
Use the same terms or phrases for repeated actions.
Context Awareness:

Design systems that adapt to context, such as reducing verbosity for frequent users or adjusting responses based on the environment (e.g., quieter environments).
Specific Guidelines for Older Adults
Slow and Clear Speech:

Ensure the assistant speaks slowly and clearly, avoiding rapid or complex sentences.
Provide an option to repeat or rephrase responses for better comprehension.
Simple Command Structures:

Avoid presenting too many options at once; instead, guide users step by step.
Break complex tasks into smaller, manageable parts.

Accessible Interfaces:
Provide multimodal feedback (e.g., visual cues on a screen) for users who may have hearing impairments.
Use larger fonts or brighter screens if the assistant is paired with a display.
Patience and Redundancy:

Design assistants to respond patiently, avoiding time-outs or cutoffs if users take longer to reply.
Allow redundant phrasing, as older adults might repeat commands.
Training and Onboarding:

Include simple onboarding tutorials to help older users get comfortable with using voice commands.
Provide examples of common commands during initial setup.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

What are the relevant criteria to consider in incorporating effective visualisations into mobile applications?

A
  1. Clarity and Simplicity
    Avoid Information Overload:
    Mobile screens have limited space, so visualizations must be clean and focused.
    Simplify data to highlight key insights.
    Readable Labels:
    Use clear labels, legible fonts, and concise text to make information easy to interpret.
  2. Responsiveness and Adaptability
    Device Compatibility:
    Ensure visualizations work seamlessly across different screen sizes and orientations (e.g., smartphones, tablets).
    Interactivity:
    Allow users to zoom, pan, or filter visualizations to explore details without overwhelming the screen.
  3. Usability and User-Centric Design
    Task Relevance:
    Tailor visualizations to support the primary goals of the app (e.g., trend lines for finance apps or heatmaps for fitness).
    Intuitive Design:
    Use familiar visual conventions, such as bar charts, pie charts, or line graphs, to reduce the learning curve.
  4. Visual Hierarchy and Emphasis
    Focus on Key Data:
    Highlight the most important information using colors, contrasts, or size variations.
    Grouping and Alignment:
    Group related elements logically to improve readability and comprehension.
  5. Aesthetic Appeal
    Consistent Design:
    Match the app’s overall aesthetic, including colors, fonts, and styles.
    Color Usage:
    Use colors to convey meaning (e.g., red for warnings, green for success) but avoid overuse or misleading color schemes.
  6. Accessibility
    Color Blindness:
    Use colorblind-friendly palettes and avoid relying solely on color to convey information.
    Text Alternatives:
    Provide textual descriptions or tooltips for users with visual impairments.
    Touch-Friendly Design:
    Ensure that interactive elements (e.g., buttons, data points) are large enough for touch interaction.
  7. Performance Optimization
    Load Times:
    Optimize visualizations for fast rendering and minimal impact on app performance.
    Efficient Data Processing:
    Use simplified datasets or progressive loading to handle large amounts of data.
17
Q

Discuss the guidelines in making interactive guidelines.

A
  1. Types of Guidelines
    High-Level Guidelines:

Focus on broad principles that enhance usability and user experience.
Example: Norman’s Principles of Design (e.g., feedback, consistency, visibility).
Low-Level Guidelines:

Provide specific, actionable advice for detailed design elements.
Example: Standards for font size, color contrast, or button placement.
Platform-Specific Guidelines:

Tailored to specific platforms, ensuring consistency within ecosystems.
Example: Apple’s Human Interface Guidelines or Google’s Material Design Guidelines.
Accessibility Guidelines:

Ensure applications are usable by diverse user groups, including those with disabilities.
Example: WCAG (Web Content Accessibility Guidelines).
Interaction-Specific Guidelines:

Provide recommendations for specific interaction styles, like voice commands, touch interfaces, or gesture controls.

18
Q

Effective interaction design is ultimately about the correct assignment of responsibilities (Human and computer)

From your study of the various theories, models, processes, and techniques of interaction
design, comment on the validity of the above statement.

A

Effective interaction design indeed hinges on the correct allocation of responsibilities between humans and computers, as supported by various theories, models, processes, and techniques in the field:

Theories:

Distributed Cognition:
Highlights that tasks should be distributed across humans and machines to leverage their respective strengths. For instance, humans excel at creativity and contextual understanding, while computers are better at speed and accuracy in repetitive tasks.
Norman’s Principles of Design:
Principles like visibility, feedback, and error prevention support the idea that interaction design must clearly define what tasks the system and user are responsible for.
Models:

Human-Computer Interaction (HCI) Models:
Models like the Gulf of Execution and Evaluation emphasize bridging the gap between user intentions and system responses through intuitive task assignment.
Example: A language learning app providing instant feedback on pronunciation bridges this gap effectively.
Processes:

User-Centered Design (UCD):
This process ensures tasks are assigned based on user needs and capabilities by involving users in design decisions.
Iterative Design:
Continuous testing and refinement reveal whether tasks are appropriately assigned, optimizing the human-computer balance.
Techniques:

Task Analysis:
Techniques like hierarchical task analysis help identify which tasks should be automated (e.g., grammar correction) and which require human input (e.g., conversational practice).
Prototyping:
Early prototypes help determine if the interaction is intuitive, balancing system capabilities and user control.
Conclusion: Theories, models, and techniques strongly support the statement’s validity. Interaction design must assign roles that capitalize on human and machine strengths while minimizing limitations to create effective systems.

19
Q

Discuss issues of the allocation of functions between people and software specifically in the
context of a language learning system for mobile devices.

A

A language learning system for mobile devices must carefully balance functionality between humans and software to enhance user experience:

Tasks for the Software:

Automated Feedback:
The system should handle real-time pronunciation assessment using speech recognition.
Progress Tracking:
The app can track learning history, identify weaknesses, and suggest improvements.
Content Delivery:
Automate the presentation of lessons, quizzes, and vocabulary based on user proficiency.
Tasks for the Human:

Active Learning:
Users should practice conversational exercises and comprehension tasks.
Customization:
Users define goals (e.g., business communication, casual fluency) to tailor their experience.
Decision-Making:
Users select which areas to focus on, such as grammar or speaking.
Challenges in Allocation:

Over-Automation:
Too much automation (e.g., fully AI-driven conversations) may reduce engagement or fail to meet nuanced user needs.
Cognitive Overload:
If too many tasks are assigned to the user, such as managing progress tracking manually, it can become frustrating.
Optimal Balance:

Provide automated support (e.g., instant grammar corrections) while enabling human-driven tasks (e.g., deciding when to practice speaking).
Example: The app might recommend practice intervals but allow users to adjust their schedule.
Conclusion: Balancing functions between humans and software ensures the language learning system is supportive, engaging, and efficient while empowering the user to control their learning journey.

20
Q

explain an evaluation plan for “X”

A

look it up!

21
Q

Effective icon design is challenging. What do you think makes the design of simple
memorable icons so difficult?

A
  1. Communicating Meaning Clearly
    Abstract vs. Literal Representation:
    Icons must represent concepts or functions clearly, but abstract symbols might confuse users, while literal ones may not generalize well across contexts.
    Example: A “save” icon often uses a floppy disk, which is outdated and may confuse younger users unfamiliar with the symbol.
    Avoiding Ambiguity:
    Icons can be interpreted differently by users with diverse cultural or linguistic backgrounds.
    Example: A house icon might mean “home page” to some, but could be misunderstood in other contexts.
  2. Simplicity Without Losing Meaning
    Reducing Visual Complexity:

Overloading an icon with too many details makes it harder to interpret, especially at smaller sizes.
Designers must strip away unnecessary details while retaining the core meaning.
Balancing Aesthetics and Functionality:

Icons must look appealing while still being functional. A focus on aesthetics can sometimes overshadow clarity.
3. Universality
Cultural Sensitivity:

Icons should avoid using symbols that carry unintended meanings in different cultures.
Example: Colors and gestures may have different connotations worldwide.
Global Usability:

A truly memorable icon must work across languages and regions without relying on text.
4. Consistency
Icons must align with the overall design language of the application or system.
Example: If the interface uses a minimalist style, overly detailed or skeuomorphic icons will look out of place.
5. Memorability
Creating Uniqueness:
Memorable icons need a unique design to stand out, but they must not deviate so much that users cannot identify their purpose.
Recognition Over Recall:
Users should immediately recognize what the icon represents without having to think or learn its meaning.
6. Space Constraints
Icons are typically small, which limits the level of detail and forces designers to convey meaning in a compact format.

22
Q

What are the factors Important for Making Information Visualizations Effective?

A

Clarity:

Information should be displayed in a way that is easy to understand without unnecessary complexity.
Example: Use simple graphs like bar charts or pie charts to show calorie intake or activity levels.
Relevance:

Only present information that is meaningful and useful to the user.
Example: Focus on daily step count or water intake instead of overly complex metrics.
Consistency:

Use consistent colors, fonts, and design elements to help users quickly interpret the data.
Example: Always use green for “goal achieved” and red for “needs improvement.”
Interactivity:

Allow users to interact with the data, such as filtering, zooming, or tapping for details.
Example: Let users tap on a chart to see their weekly breakdown of exercise minutes.
Accessibility:

Ensure the visualizations are accessible to all users, including those with visual impairments.
Example: Use high contrast colors and offer textual descriptions for graphs.
Feedback:

Provide insights or recommendations based on the data visualization.
Example: After showing the user’s sleep patterns, suggest ways to improve rest.
Application in a Healthy Lifestyle / Wellbeing App
Dashboard for Key Metrics:

Display a clear, simple dashboard with daily goals for steps, water intake, and sleep in easily interpretable visuals (e.g., progress bars).
Personalized Insights:

Use graphs to highlight trends, like improvement in daily exercise over the past week, and provide actionable tips.
Color Coding:

Use intuitive colors to indicate performance—green for goals met, yellow for partially met, and red for not met.
Interactive Features:

Allow users to drill down into data, like viewing monthly progress for fitness or tracking calorie intake over time.

23
Q

why incorporate physiological Data Collection in Product Evaluations?

A

Why Physiological Data?

Provides real-time, objective insights into users’ emotional and cognitive reactions.
Helps identify stress, frustration, or engagement during product interactions.
Goes beyond subjective methods like surveys and interviews.
Benefits:

Better User Insights:
Understand hidden pain points in user flows.
Improved Usability:
Use data like heart rate or eye tracking to enhance product design.
Competitive Advantage:
Position the company as innovative and user-focused.
How to Implement:

Tools: Invest in wearables, eye trackers, or emotion recognition software.
Training: Train teams to analyze physiological data effectively.
Pilot Testing: Start with select products to refine the process.
Next Steps:

Commit to adopting this approach for all evaluations from [future date].
Enhance our user testing process to build more engaging and user-friendly products.

24
Q

Discuss the types of information gathering.

A

Types of Information Gathering for Netflix Redesign
Surveys and Questionnaires:

Collect broad insights about user preferences, habits, and frustrations.
Example: Ask users about their favorite features or challenges with navigation.
User Interviews:

Gain in-depth qualitative data from individual users about their specific needs.
Example: Interview frequent users to understand how they discover new shows.
Focus Groups:

Gather group feedback and discussions to uncover shared needs or diverse perspectives.
Example: Conduct a focus group with families to understand how profiles are used.
Analytics Data:

Analyze usage patterns, watch histories, and navigation behaviors.
Example: Use heatmaps to identify where users click most on the homepage.
Usability Testing:

Observe users interacting with the current website to identify pain points.
Example: Ask users to search for a specific movie and note any challenges.
Observation:

Watch how users interact with the system in real-world settings.
Example: Observe how users browse Netflix on a smart TV vs. a mobile device.
A/B Testing:

Test different design prototypes with users to determine preferences.
Example: Compare a new recommendation layout with the current one.

25
Q

what are the different interface types?

A

Touch-Based Interface:

Key Features:
Intuitive for children to use; allows tapping, swiping, and dragging to interact with virtual instruments or music notes.
Simulates real-world instruments, such as a virtual piano or drum set.
Provides immediate visual and auditory feedback, such as highlighting pressed keys or playing corresponding sounds.
Supports gamified learning, like drag-and-drop games for arranging notes or matching rhythms.
Voice-Controlled Interface:

Key Features:
Enables hands-free interaction, allowing children to use voice commands for tasks like starting a song, repeating a lesson, or identifying pitch.
Encourages vocal practice by providing real-time pitch and tone feedback for singing exercises.
Supports speech-based quizzes, such as naming notes or instruments.
Promotes accessibility for children with motor skill challenges.
Gesture-Based Interface (Optional Alternative):

Ideal for interactive environments, such as using hand gestures to control virtual instruments.
Encourages active participation and engagement through movement.