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
Q

Ideation methods

A
  • Brainstorming
  • Sketching
  • Scenarios
  • Conceptual maps
26
Q

Communities of practice

A

Groups of people who share an interest and interact regularly to become better at it.

27
Q

Design communities

A

Local organizations or internet-mediated collectives focused on different topics in design.

28
Q

Design forums

A

Online discussion forums that allow asking questions, learning from others, and contributing to the community.

29
Q

Design systems

A

Developed coherent systems for producing high quality designs in an area.

30
Q

Design process

A

Defines a structure and practices for carrying out design projects in an organization.

Ensure user focus, iteration and evaluation with users.

31
Q

User focus

A

Setting user-related end goals by ensuring success criteria for a project. Defined in terms relating to the user.

32
Q

Usability engineering -
Phases

A
  • 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
Q

Human factors engineering

A

The design and construction of safe and reliable technological systems.

Emphasis on safety and mitigation of human error.

34
Q

User-centered design processes

A
  • User research
  • Formation of design goals (requirements)
  • Generation of design ideas
  • Evaluation
35
Q

Reflective practice

A

Developing and transforming one’s ways of thinking and doing, divided into two dimensions:
In-action vs. out-action
Remembering vs. gathering

36
Q

User-centered design -
Principles

A
  • User focus
  • User involvement
  • Prototyping
  • Evaluation in context
  • Holistic design
37
Q

Types of biases

A
  • Availability
  • Anchoring
  • Decoying
  • Status quo
  • Bandwagon
38
Q

Brainstorming principles

A
  • Postpone criticism
  • Divergence
  • Quantity
  • Accumulation of knowledge
  • Equal significance