HCI exam rev2 Flashcards

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1
Q

is the principle of making it dear to the user what action has been taken and what
has been accomplished. Many forms of feedback exist in interaction design, including Visual,
tactile, audio, and more The key is to design the experience to never leave the user guessing
about what action they have taken and the consequence of doing so.

A

Feedback

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2
Q

is the basic principle that the more visible an element is, the more likely users will
know about them and how to use them. Equally important is the opposite: when something is
out of sight, it is difficult to know about and use.

A

Visibility

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3
Q

is about limiting the range of interaction possibilities for the user to simplify the interface and guide the user to the appropriate next adion- This is a case where constraints are clarifying, since they make it clear what can be done. Limitless possibilities often leave the user confused

A

Constraints

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4
Q

refers to having similar operations and similar elements for achieving similar tasks. By leveraging consistent elements throughout your entire experience, you make your
experience far easier to use This consistency is important not only within your interface, but
across the many interfaces users are using across their devices.

A

Consistency

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5
Q

is about having a clear relationship between controls and the effed they have on the world. You want this mapping to feel as natural as possible. Stove tops are a great example here. When you see the first mage, the mapping is not very dear because it’s difficult to determine which control operates each burner Versus the second image, it’s far clearer the control that controls each burner, which has a better mapping.

A

Mapping

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6
Q

is a linear sequence of illustrations, arrayed together to visualize a story. As a tool, storyboarding comes from motion picture production. Watt Disney Studios is credited with popularizing storyboards, having used sketches of frames since the 1920s. Storyboards enable Disney animators to create the world of the film before actually building it.

A

storyboard

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7
Q

refers to an attribute of an object that allows people to know how to use it Essentially to afford means to give a clue. The physical button on a mouse gives a clue that it can be clicked to perform an action. When an object has strong affordances. it’s very clear
how to use It.

A

Affordance

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8
Q

In this pattern there IS a main page. Beneath that are subpages and beneath them are further
sub pages and so on. This is useful when there are decisions that need to be made and the
user will go to different screens based upon those decisions. it is also useful when you have a
lot of information to present which is organized categorically.

A

HIERARCHICAL

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9
Q

In this pattern there is a single main path between the screens in an orderly fashion. This is useful when the task is linear and fairly fixed in terms of how you will go about doing it.

A

LInear

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10
Q

In this pattern there are links between pages in a non-structured way This if often the case when the task is non-linear and the user can make decisions leading to different screens. Wikipedia is a good example of this type of layout.

A

Non linear

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11
Q

It is often the case that a combination of these layouts will be the best approach. Different sections of your software or website will utilize different patterns. For example this website is organized in a hierarchical manner at the top level but then each tutorial is organized in a linear layout. (Similar to the example below)

A

COMPOSITE

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12
Q

TYPES OF SHOTS.

A

Extra-long shot
Long shot
Over-the-shoulder shot
Point-of-view shot
Close-up shot

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13
Q

Most of the times, it’s a freehand sketch made with a pencil or pen, on a blackboard or napkin. It’s very cheap and fast and often done during brainstorming sessions.

A

SKETCH

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14
Q

It’s a detailed black and white layout of the website page. You plan the layout of elements (images, buttons, text) at this stage. You can compare wireframe with a building blueprint — it will guide people during the construction (in our case — during the website/app development), but you cannot live in it.

A

WIREFRAME

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15
Q

is a beautiful version of the wireframe. Colors start to appear, images are chosen, and typography is in place. and reflect the style and mood of the project. To think over the visual stuff and discuss them with the customer.

A

MOCKUP

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16
Q

is a primitive representation or version of a product that a design team or front-end-development team typically creates during the design process. The goal of a ____ is to test the flow of a design solution and gather feedback on it—from both internal and external parties—before constructing the final product. The

A

prototype

17
Q

are useful when discussing or evaluating ideas with stakeholders; they are a communication device among team members and an effective way for designers to explore design ideas

A

prototype

18
Q

refers to how close a prototype is to the final product. A sketched prototype is a low-fidelity prototype, while a coded, HTML/CSS prototype has very high fidelity.

A

fidelity

19
Q

TYPES OF PROTOTYPING

A

Low-fidelity prototyping
High-fidelity prototyping

20
Q

types of Low-fidelity prototyping

A

Sketching
Paper Prototypes
Click-Through Prototypes
Wizard of Oz

21
Q

prototyping is a quick, simple way of evolving a design idea into a somewhat more tangible representation of a software product Low-fidelity prototyping

A

Low-fidelity prototyping

22
Q

are often free-form, pen-and-pencil drawings that map out an initial idea—similar to those shown in following figure. They’re the most rudimentary form of prototype. UX designers typically use sketches to generate ideas and collaborate with product teams.

A

Sketching

23
Q

are not the same thing as sketches. While teams also use them during the earliest phase of the design process, the structure of this is more defined than that of set of sketches.

A

Paper Prototypes

24
Q

depict the elements on the pages of a Web site or the screens of an app. They link various screens through hotspots. These prototypes are more advanced versions of low-fidelity prototypes, as well as the simplest versions of interactive prototypes

A

Click-Through Prototypes

25
Q

assumes that you have a software based prototype. With this technique, the user interacts with the software as though interacting with the product. In fact, however, a human operator simulates the software’s response to the user.

A

Wizard of Oz

26
Q

types of High-fidelity prototyping

A

Digital Prototypes
Interactive Prototypes
Coded, HTML/CSS Prototypes

27
Q

more advanced than their low-fidelity counterparts. They are more aesthetically pleasing, and their function is closer to that of the final product. You’ll typically create a prototypes further along in the design process, once a team has a firm grasp of what they want the finished product to embody.

A

High-fidelity prototyping

28
Q

The most common type of high-fidelity prototype is a digital prototype that is developed using prototyping software (ex. Adobe Photoshop) that lets UX designers create aesthetically rich, interactive and even animated product prototypes of a user interface that is almost ready for implementation. These prototypes are realistic looking and support more accurate testing of user-interface elements.

A

Digital Prototypes

29
Q

are more advanced versions of click-through prototypes that you can create using a prototyping application that supports interactivity, but only medium-fidelity visual design. In a sense, they are the culmination of the process of sketching, then creating paper prototypes or click-through prototypes

A

Interactive Prototypes

30
Q

Creating a coded prototype is more complex because it requires the UX designer or prototype to know how to code. These prototypes are the closest to the final design of a product and are the best option for generating user feedback.

A

Coded, HTML/CSS Prototypes