HCI UNIT2 Flashcards
1
Q
designing interactive products to support the way people communicate and interact in their everyday working lives
A
intercative design
2
Q
- provides a manifestation of ideas, may it be product or a modification of an existing one
- manifestation of design that allows stakeholders to interact with it and explore its suitability
A
prototype
3
Q
a prototype can be
A
- paper-based outline of display
- collection of ready-made components
- digital picture
- video simulation
- complex hardware or software
- 3D mockup workstation
4
Q
- useful when discussing ideas with stakeholders
- answer question and supports designers
- influence the kind of prototype that is appropriate to build
- allow designers to experience how their project will work when it will get completed
- simulate how the application flow, test their performance and create a great user experience for applications and websites without writing even a single line of code
A
prototype
5
Q
how to choose right prototyping tool?
A
- learning curve
- sharing
- usage
- ease of comfort
- cost
- fidelity
6
Q
we have to analyze how easy is the tool to adopt
A
learning curve
7
Q
- collaborartion is key for design, we check how well suited it is for teamwork
- tool should provide collaboration ability for multiple people to sync with each other
A
sharing
8
Q
how well it fits your design process and other tools you regularly use
A
usage
9
Q
- in using the prototyping tool is essential for the designer to save time and help increase output
- reduce the number of steps required for a designer to complete a task rather than increasing it
A
ease of comfort
10
Q
- There are many prototyping tools out there. But there is a catch with these tools, that they do not fit our budget.
- be careful while choosing tools and not be blinded by the features
A
cost
11
Q
refers to how closely it matches the look-and-feel of the final system. Fidelity can vary in the areas of:
- Interactivity
- Visuals
- Content and commands
A
fidelity
12
Q
- test idea
- simple, cheap, and quick to produce
- does not look very much like the final product, nor does it provide the same functionality
A
low-fidelity
13
Q
- focusing on layout, information and interaction design
- Limited functionality but clickable areas
*
A
medium fidelity
14
Q
- the most important things are visual design, animation, and micro-interactions
- more like the final product
- looks more like the final product and usually provides more functionality than a low-fidelity prototype
A
high-fidelity
15
Q
- one example of low-fidelity prototyping that is often used in conjunction with
scenarios - Consists of a series of sketches (screen or scene) showing how a user might progress through a task using the product under development
A
storyboarding