HCI 6) Design Flashcards

1
Q

Ultimate particular

A

A concept or plan that realizes the idea in some form that can be trialed.

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2
Q

Impact of design

A
  • Design matters to people
  • Design is also a catalyst of innovation
  • Design can produce new, valuable knowledge
  • Design is about transformative possibilities
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3
Q

User-centered -
User focus

A

Understanding and serving the user’s goals, tasks, and needs is the primary goal of design.

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4
Q

User-centered -
User involvement

A

Representative users are actively engaged throughout.

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5
Q

User-centered -
Prototyping

A

Early and continuous prototyping, which helps evaluate ideas before converging to a particular solution prematurely.

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6
Q

User-centered -
Evaluation in context

A

Prototypes should be evaluated with real users in real contexts whenever possible.

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7
Q

User-centered -
Holistic design

A

Understanding all designed aspects of a product, from its advertisements to social media presence and manuals.

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8
Q

Value-sensitive design

A

Design method that aims to build designs rooted on principles that users find important.

Involve users from early stage of research to understand their values.

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9
Q

Convergent thinking

A

Improve existing solutions iteratively by making local adjustments.

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10
Q

Divergent thinking

A

Identify distant, novel solutions, thus diverging from the solution at hand.

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11
Q

Reconceptualizing problems

A

Rethinking defined elements of a design problem: what are the relevant objectives, constraints, viewpoints, and so on?

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12
Q

Reorganizing design situations

A

Designers facilitate cognition by organizing their external circumstances.

e.g. sketching, collaborative tools, or a design portfolio

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13
Q

Design cognition

A
  • Iteration
  • Tight coupling between problems and solutions
  • Awareness of the exploration
  • Effect of experience
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14
Q

Biases -
Availability

A

Ideas that are readily available are given undue weight.

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15
Q

Biases -
Anchoring

A

The centering of a design solution around a known reference solution.

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16
Q

Biases -
Decoying

A

A reference point prevents us from seeing another solution behind it.

17
Q

Biases -
Status quo

A

A tendency to give undue weight to a prevailing or well-known solution.

18
Q

Biases -
Bandwagon

A

Observing peers leads to following a similar solution path.

19
Q

Design fixation

A

Being mentally locked to a particular solution and being unable to generate alternatives.

20
Q

Breaking design fixation

A
  • Create new reference points
  • Collect example designs
  • Creative methods
  • Computational methods
21
Q

Design task -
Design decisions

A

The open decisions that must be decided towards a design.

22
Q

Design task -
Design space

A

The set of all designs being considered, as implied by any currently open design decisions.

23
Q

Design task -
Objectives

A

Properties that an acceptable design must possess, such as those related to ease of use, cognitive workload, or manufacturing costs.

24
Q

Design task -
Constraints

A

Hard limitations and requirements on the design.

25
Ideation methods
- Brainstorming - Sketching - Scenarios - Conceptual maps
26
Communities of practice
Groups of people who share an interest and interact regularly to become better at it.
27
Design communities
Local organizations or internet-mediated collectives focused on different topics in design.
28
Design forums
Online discussion forums that allow asking questions, learning from others, and contributing to the community.
29
Design systems
Developed coherent systems for producing high quality designs in an area.
30
Design process
Defines a structure and practices for carrying out design projects in an organization. Ensure user focus, iteration and evaluation with users.
31
User focus
Setting user-related end goals by ensuring success criteria for a project. Defined in terms relating to the user.
32
Usability engineering - Phases
- User research - Competitive analysis - Setting usability goals - Design stage: usable, testable, acceptable implementation - Coordinated design - Guidelines and heuristics: ensure minimum quality - Prototyping: for testing - Empirical user testing: achieved usability goals - Iterative design: to reach goals - Collected feedback from the field
33
Human factors engineering
The design and construction of safe and reliable technological systems. Emphasis on safety and mitigation of human error.
34
User-centered design processes
- User research - Formation of design goals (requirements) - Generation of design ideas - Evaluation
35
Reflective practice
Developing and transforming one’s ways of thinking and doing, divided into two dimensions: In-action vs. out-action Remembering vs. gathering
36
User-centered design - Principles
- User focus - User involvement - Prototyping - Evaluation in context - Holistic design
37
Types of biases
- Availability - Anchoring - Decoying - Status quo - Bandwagon
38
Brainstorming principles
- Postpone criticism - Divergence - Quantity - Accumulation of knowledge - Equal significance