HCI Qizp2 Flashcards

1
Q

the techniques used to collect data for an ethnographic study. They are the means researchers utilize to acquire knowledge about the social settings under investigation and tap into the participants’ points of view

A

ethnographic methods

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2
Q

The three main ethnographic methods

A

observation
interviews
archival research

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3
Q

2 part of Ethnographic observation

A

active participant observation
passive participant observation

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4
Q

involves becoming a member of the study group, partaking in their daily activities, and working directly with them to get hands-on experience and understand their perspective.

A

active participant observation

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5
Q

The latter involves observing and taking notes only. You do not get involved in the group’s activities.

A

passive participant observation

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6
Q

A ethnographic fieldwork involve observing the participants in their natural environment and asking them questions to gain more insights.

A

interviews

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7
Q

an ethnographic method in which you collect and analyze existing research data, websites, annual reports, and other relevant written documents to learn more about the people and place you are investigating.

A

archival research

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8
Q

a type of ethnographic field study that involves in-depth observation and interviews of a small sample of users to gain a robust understanding of work practices and behaviors

A

Contextual Inquiry

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9
Q

The research takes place in the users’ natural environment as they conduct their activities the way they normally would

A

Context

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10
Q

4 Grounding Principles

A

Context.
Partnership.
Interpretation.
Focus.

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11
Q

he researcher watches the user as she performs her task and asks for information to understand how and why users do what they do.

A

Inquiry

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12
Q

The researcher should observe in the natural environment.

A

Context.

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13
Q

The user and researcher are partners in the process of understanding the work.

A

Partnership.

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14
Q

The researcher should develop a comprehensive and shared interpretation for all important aspects of the work, aided by feedback from the user.

A

Interpretation.

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15
Q

The researcher should understand the purpose of the research project and what information should be sought.

A

Focus.

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16
Q

Select participants that are uniquely qualified and knowledgeable in the area you need to understand the?

A

4-Part Session Structure

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17
Q

is meant to ease the participant into the session. Starting casually allows your participant to become comfortable with you and learn what to expect from the session

A

The primer

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18
Q

4-Part Session Structure

A

primer
transition
contextual interview
wrap-up

19
Q

When finished with the introduction and general interview, make an explicit and clear ______ into the contextual interview portion of the meeting.

A

The transition

20
Q

Watch and learn.
Stop and initiate discussion when the user does something you don’t immediately understand or when you want to confirm an interpretation.

A

The contextual interview

21
Q

At the end:
Ask any final clarifying questions.
Review your notes and summarize what you took away from the interview by explaining your interpretation of the observed processes. This is your users’ chance to give final clarifications and correct your understanding.

A

The wrap-up

22
Q

How do you design and conduct user interviews and surveys?

A

Define your goals
Choose your methods
Design your questions
Conduct your interviews or surveys
Analyze your data

23
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 different utilized patterns. For example this website is organized
a hierarchical manner at the top level but then each tutorial is organized in a linear layout. (Similar to the example below)

A

COMPOSITE

24
Q

HOW TO CEATE A STORYBOARD

A

Outline frames first
Develop the storyline.
Sketch establishing shot.
Time to sketch with appropriate camera shots.
Emphasize action and motions.

25
Q

TYPES OF SHOTS.

A
  1. Extra-long shot
  2. Long shot
  3. Over-the-shoulder shot
  4. Point-of-view shot
  5. Close-up shot
26
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

27
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

28
Q

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

A

MOCKUP

29
Q

a primitive representation or version of a product that a design team or front-end-development team typically creates during the design process.

A

prototype

30
Q

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

Prototypes

31
Q

TYPES OF PROTOTYPING

A

LOW-FIDELITY PROTOTYPING
HIGH-FIDELITY PROTOTYPING

32
Q

is a quick, simple way of evolving a design idea into a somewhat more tangible representation of a software product.

A

LOW-FIDELITY PROTOTYPING

33
Q

types of LOW-FIDELITY PROTOTYPING

A

Sketching
Paper Prototypes
Click-Through Prototypes
Wizard of Oz

34
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

35
Q

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

A

Paper Prototypes

36
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

37
Q

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

38
Q

are more advanced than their low-fidelity counterparts. They are more aesthetically pleasing, and their function is closer to that of the final product

A

HIGH-FIDELITY PROTOTYPING

39
Q

types of HIGH-FIDELITY PROTOTYPING

A

Digital Prototypes
Interactive Prototypes
Coded, HTML/CSS Prototypes

40
Q

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

41
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

42
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

43
Q
A