ID Flashcards

1
Q

Who invented the Mouse? When was that?

A

Douglas C. Engelbart 1964

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2
Q

What does Xerox PARC stand for? Why do you need to remember that?

A

Palo Alto Research Center. Many innovations in interaction design were invented at Xerox PARC. Xerox Star but also: ethernet, laser printer…

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3
Q

Name and explain the four components of Engelbart’s framework. Is this still applicable today? What changed?

A
  1. Artefacts
  2. Language
  3. Methodology
  4. Training

Today we don’t assume that users have to train to use technology

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4
Q

Which interaction design concept of Xerox Star is still used in computers today?

A

The desktop metaphor

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5
Q

What does WYSIWYG mean? Name one example! Where was it invented?

A

What you see is what you get, e.g. MS Word. Xerox PARC

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6
Q

Name four disciplines that intersect with interaction design according to Saffer, 2009

A

User-Expereince Design, Industrial Design, Human Factors, Usability Engineering, Human Computer Interaction, User Interface Engineering, Communication Design, Information Architecture

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7
Q

Marc Weiser

A

The computer for the 21st century

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8
Q

WIMP

A
  • stands for “window, icon, menu, pointing device”

- coined by Merzouga Wilberts in 1980 -is often incorrectly used as an approximate synonym of “GUI”.

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9
Q

Explain: Bill Verplank: “How do you do?”

A

How do you affect the world? You can grab hold of a handle and manipulate it, keeping control as you do it.

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10
Q

Explain: Bill Verplank: “How do you feel?”

A

How do you get feedback? That’s where a lot of feelings come from; a lot of our emotions about the world come from the sensory qualities of those media that we present things with.

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11
Q

Explain: Bill Verplank: “How do you know?”

A

The map shows the user an overview of how everything works, and the path shows them what to do, what they need to know moment by moment

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12
Q

Explain: Douglas Engelbart: Artefacts

A

physical objects designed to provide for human comfort, the manipulation of things or materials, and the manipulation of symbols.

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13
Q

Explain: Douglas Engelbart: Language

A

the way in which the individual classifies the picture of his world into the concepts that his mind uses to model that world, and the symbols that he attaches to those concepts and uses in consciously manipulating the concepts (“thinking”).

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14
Q

Explain: Douglas Engelbart: Methodology

A

the methods, procedures, and strategies

with which an individual organises his goal-centred (problem-solving) activity.

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15
Q

Explain: Douglas Engelbart: Training

A

the conditioning needed by the individual to bring his skills in using augmentation means 1, 2, and 3 to the point where they are operationally effective.

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16
Q

Bill Verplank: Paradigms

A

Tool, Media, Life, Vehicle, Fashion

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17
Q

Bill Verplank: Paradigm: Tool

A

Doug Engelbart, the inventor of the computer mouse, thought of the computer as a tool. Styles of interaction changed from dialogs, where we talk to a computer and a computer will talk back to us, to direct manipulation, where we grab the tool and use it directly. The ideas of efficiency and empowerment are related to this tool metaphor.

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18
Q

Bill Verplank: Paradigm: Media

A

In the nineties, designers thought of computers as media, raising a new set of questions. How expressive is the medium? How compelling is the medium? Here we are not thinking so much about a user interacting with or manipulating the computer, but more about them looking at and browsing in the medium.

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19
Q

Bill Verplank: Paradigm: Life

A

Starting in the mid nineties, people have been talking about computer viruses or computer evolution; they are thinking of artificial life. When the program has been written, it is capable of evolving over time—getting better and adapting. The programmer is in a way giving up responsibility, saying that the program ison its own.

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20
Q

Bill Verplank: Paradigm: Vehicle

A

Another metaphor is the computer as vehicle, and we have to agree on the rules of the road. There has to be some kind of infrastructure that underlies all computer systems. People spend their careers determining the standards that will define the infrastructures, and hence the limitations and opportunities for design.

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21
Q

Bill Verplank: Paradigm: Fashion

A

The media metaphor plays out to computers as fashion. A lot of products are fashion products. People want to be seen with the right computer on. They want to belong to the right in-crowd. Aesthetics can dominate in this world of fashion, as people move from one fashion to another, fromone style of interaction to another style.

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22
Q

Explain: Affordance (James Gibson, 1966; Donald Norman, 1988)

A

An affordance is a property, or multiple properties, of an object that provides some indication of how to interact with that object or with a feature on that object. Appearance is the major source of affordances.

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23
Q

4 Elements of Interaction Design?

A

Affordance, Space, Time, Motion

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24
Q

Explain element of Interaction Design: Space

A

Space provides a context for motion. Where is the action taking place ? How are the constraints of the space ? All interactions take place in a space.

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25
Q

Explain element of Interaction Design: Time

A

Movement through space takes time to accomplish. UX designers need an awareness of time. Some tasks are complicated and take a long time to complete. Times creates rythm (e.g. wait time, intended delays, unintended delays, battery, etc…)
All interactions take place over time.

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26
Q

Explain: Fly on the Wall mehtod

A

How? Observe and record behaviour within its
context, without interfering
with people’s activities.
Why? It is useful to see what people do in real
contexts and time frames,
rather than accept what they say they did after
the fact.
Example. By spending time in the operating room, the
designers were able to observe and
understand the information that the surgical
team needed.

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27
Q

Design Research: Fly on the Wall mehtod

A

How? Observe and record behaviour within its
context, without interfering
with people’s activities.
Why? It is useful to see what people do in real
contexts and time frames,
rather than accept what they say they did after
the fact.
Example. By spending time in the operating room, the
designers were able to observe and
understand the information that the surgical
team needed.

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28
Q

2 Interview Question Types

A
  • ‘closed questions’ have a predetermined answer format, e.g., ‘yes’ or ‘no’
  • ‘open questions’ do not have a predetermined format
  • Closed questions are easier to analyse
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29
Q

Interview what to avoid

A
  • Long questions
  • Compound sentences - split them into two
  • Jargon and language that the interviewee may not understand
  • Leading questions that make assumptions e.g., why do you like …?
  • Unconscious biases e.g., gender stereotypes
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30
Q

Explaiin: Props

A

Props - devices for prompting interviewee, e.g., a prototype, scenario

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31
Q

Evaluation - Summativ vs. Formativ

A

SummativeEvaluation
“Wie gut ist es geworden?” –BewertenQuantitativ
Abschließend, zusammenfassend, kriteriumsorientiert
Z.B. “Zertifizierung”, Fragebögen, Effizienzmaße

Formative Evaluation
“Was muss wie umgestaltet werden?” -Verstehen Qualitativ Prozessbegleitend, verbesserungsorientiert
Z.B. “Design Theatre”, Rollenspiel mit Requisiten

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32
Q

Evaluation - Analytisch vs. Empirisch

A

Analytische Evaluation
Expertenurteil, Begutachtung
Oft einzelne Urteile
Durch Expertise urteilen

Empirische Evaluation
Laienurteile, Laienperformanz
Mehrfacherhebungen, Gruppenvergleiche
Die Erfahrung sprechen lassen, statistische Analyse möglich

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33
Q

Evaluation - Aufgabebezogen vs. Erlebnisbezogen

A

Aufgabenbezogen
Festlegung eines instrumentellen Ziels
Definition von UseCases, z.B. ein Kalendereintrag, eine E-Mail schreiben
Oft Fokus auf objektive Maße, z.B. Zahl der Nutzungsprobleme, Aufgabenbearbeitungszeit

Erlebnisbezogen
Ganzheitliche Betrachtung des Nutzererlebens
Wie fühlen sich Nutzer, was erleben sie, wie beschreiben sie das System, welche Assoziationen verbinden sie mit der Nutzung?
Oft Fokus auf subjektive Maße, z.B. erlebte Effizienz, Zufriedenheit, Emotionen

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34
Q

Evaluation - Befragen -Quantitativ vs. Qualitativ

A
Quantitativ
Vorgegebene Antwortkategorien
Schnelle Durchführung
Einfache Auswertung
"Wie fühlen Sie sich auf einer Skala von 1-9?"
numerisch
Qualitativ
Freie Antwortmöglichkeiten
Aufwändigere Durchführung
Macht Vergleiche schwierig
"Wie fühlen Sie sich?"
Kann Aspekte erfassen, die bei quantitativer Messung verloren gehen könntenverbalisiert
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35
Q

Evaluation - Befragen –schriftlich vs. mündlich

A

Fragebögen –”schriftliche Befragung”
Unterschiedliche Item-Formate
Fakten –”Die Software bietet mir eine Wiederhol-Funktion für wiederkehrende Arbeitsschritte”
Beurteilungen –”Zur Erkundung des Systems durch Versuch und Irrtum wird ermutigt”
Gefühle –”Das System ist sehr unangenehm”

Mündlich –Interview
individuelle Vertiefung einzelner Aspekte
Klärung von Verständnisproblemen
tieferes Verständnis des subjektiven Erlebens einer Person
Hinweise auf unentdeckte Phänomene aufwändigere Auswertung, statistische Aussagen schwierig

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36
Q

Evaluationsinhalte

A
-Produkturteile zur Usability
"Das Produkt ist praktisch"
-Leistungsdaten
Zeit für Ausführung eines Tasks
-Produkturteile zu Ästhetik
"Das Produkt ist schön"
-Charakterisierung
"Das Produkt wirkt sympathisch"
-Emotionen
"Während der Nutzung des Produkts fühlte ich mich gut"
-Psychologische Bedürfnisse
"Während der Nutzung des Produkts hatte ich das Gefühl, anderen Menschen nahe zu sein"
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37
Q

PragmatischeProduktattribute

A

_praktisch, nützlich

_instrumentelleZiele, do-goals

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38
Q

Hedonische Produktattribute

A

_schön, aufregend, spannend

_erlebnisbezogeneZiele, be-goals

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39
Q

ISONORM 9241/110

misst die 7 Aspekte der Gebrauchstauglichkeit (Usability), Was wird gemessen?

A

Was wird gemessen:

  • Aufgabenangemessenheit
  • Selbstbeschreibungsfähigkeit
  • Steuerbarkeit
  • Erwartungskonformität
  • Fehlertoleranz
  • Individualisierbarkeit
  • Lernförderlichkeit
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40
Q

ISONORM 9241/110 misst die 7 Aspekte der Gebrauchstauglichkeit (Usability), Was wird gemessen?

A

Was wird gemessen:

  • Aufgabenangemessenheit
  • Selbstbeschreibungsfähigkeit
  • Steuerbarkeit
  • Erwartungskonformität
  • Fehlertoleranz
  • Individualisierbarkeit
  • Lernförderlichkeit
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41
Q

SAM - SelfAssessment Manikin

A

Sprachfreies Messinstrument zur Messung der Dimensionen Valenz, Arousalund Dominanz. “Welche affektiven Reaktionen entstehen bei der Nutzung?”

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42
Q

PANAS - Positive andNegative AffectSchedule

A

misst positiven und negativen Affekt. “Wie fühlt man sich nach der Nutzung?”

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43
Q

INTUI

A

Semantisches Differential zur Messung der Subkomponenten intuititiverInteraktion. “Wie intuitiv wird die Benutzung erlebt?”

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44
Q

Interaktionsvokabular

A

Semantisches Differential zur Messung der Interaktionswahrnehmung. “Wie nehmen Nutzer die Interaktion wahr?”

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45
Q

Gillian Crampton Smith

A
  • established the first Interaction Design MA program at the Royal College of Art (RCA)
  • was the founder and academic director of the Interaction Design Institute Ivrea (IDII)
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46
Q

Stu Card (person)

A

-joined Xerox Palo Alto Research Center
(PARC) in 1974 -aimed at perfecting scientific methods to integrate with creative design -developed a process to predict the behaviour
of a proposed design, using task analysis, approximation, and calculation -proposed a partnership between designers
and scientists, by providing a science that supports design.

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47
Q

Tim Mott

A
  • collaborated remotely with Xerox Palo Alto Research Center (PARC) and Larry Tesler
  • worked on a new publishing system that included a “desktop metaphor” -invented a “user centred design process” with Larry Tesler -later co founded Electronic Arts (EA)
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48
Q

Larry Tesler

A

-involved users also in the software design process
-joined PARC in 1973 -moved to Apple in 1980 -was the core designer of Apples “Lisa”
computer
-invented the “copy and paste” function

49
Q

wizard-of-oz prototyping)

A

prototyping parts of the system with non functional elements

50
Q

think aloud method (prototyping)

A

asking users to “walk” them through the system

51
Q

Bill Atkinson

A
  • was hired by Apple as the “Application Software Department”
  • invented the “pull down” menu structure -was the lead designer of the “Lisa” and the initial “Mac”
52
Q

Double Diamond

A

Discover, Define, Design, Deliver

53
Q

Double Diamond - Discover

A
• Consumer behaviour and
preferences in relation to the product
or service offered by the company
• New modes of communication
• New service needs that may emerge
on the basis of social, economic or
environmental changes
54
Q

Double Diamond - Define

A
• The generation of initial ideas and
project development
• Ongoing project management
• Corporate objectives agreed and
project sign-off
55
Q

Double Diamond - Design

A
• Multi-disciplinary working and
dependencies with other
departments
• Visual management
• Development methods
• Testing
56
Q

Double Diamond - Deliver

A

• Final testing, approval and launch
• Targets, evaluation and feedback
loops.

57
Q

Cordell Ratzlaff

A
  • managed the human interface group at Apple for 5 years
  • led the design team of OSX
  • founded the company GetThere.com
  • creative director at Frog Design SF, USA
58
Q

Variables/Characteristics of Appearance/Affordance

A
  1. proportion
  2. structure
  3. size
  4. shape
  5. weight
  6. color (hue, value, saturation)
59
Q

Usability, Definition

A

Usability is a term used to denote the ease
with which people can employ a particular
tool or other human-made object in order to
achieve a particular goal.

60
Q

Benefits of usability testings

A
  • Higher revenues through increased sales
  • Increased user efficiency
  • Reduced development costs
  • Reduced support costs
61
Q

Hierarchy of Design Needs

A

Creativity, Proficiency, Usability, Reliability, Functionality

62
Q

Hierarchy of Design Needs - Functionality

A

Functionality needs have to do with meeting the

most basic design requirements.

63
Q

Hierarchy of Design Needs - Reliability

A

Reliability needs have to do with establishing

stable and consistent performance.

64
Q

Hierarchy of Design Needs - Usability

A

Usability needs have to do with how easy and

forgiving a design is to use.

65
Q

Hierarchy of Design Needs - Proficiency

A

Proficiency needs have to do with empowering
people to do things better than they could
previously.

66
Q

Hierarchy of Design Needs - Creativity

A

Creativity is the level in the hierarchy where all
needs have been satisfied and people begin
interacting with the design in innovative ways.

67
Q

Aesthetic-Usability Effect

A

Aesthetic designs are perceived as easier to use
than less-aesthetic designs. Aesthetic designs look easier to use and have a higher probability of being used, whether or not they actually are easier to use.

68
Q

flexibility-usability tradeoff

A

The flexibility-usability tradeoff is exemplified in
the well known maxim “jack of all trades, master
of none”. Flexible designs can perform more functions than specialised designs, but they perform the functions less efficiently.

69
Q

Paul Bradly

A
  • designed the “Microsoft Mouse”
  • followed an established “User Centred Design Process” (UCD)
  • helps Interaction Designers at IDEO developing their prototypes
70
Q

Jeff Hawkins

A
  • worked with the team that developed the first laptop, the Compass by GRID -developed the first tablet PC, the GRIDpad
  • started PALM computing
71
Q

4 Design Approaches

A
  • User Centered Design
  • Activity Centered Design
  • Systems Design
  • Genius Design
72
Q

User Centered Design

A

Work close with useres in design process

73
Q

Activity Centered Design

A

divide goal in many activities, may loose focus on the whole

74
Q

Systems Design

A

Analytical Approach

75
Q

Genius Design

A

Wisdom and experience guiding design choices

76
Q

Design Research: Flow Analysis

A

How
Represent the flow of information or activity
through all phases of a system or process.

Why
This is useful for identifying bottlenecks and
opportunities for functional alternatives.

Example
Designing an online advice Web service, flow
analysis helped the team to gain a clearer
sense of how to make it easy to find your
way around the site.

77
Q

Design Research: Cognitive Task Analysis

A

How
List and summarise all of a user’s sensory
inputs, decision points, and actions.

Why
This is good for understanding users’
perceptual, attentional, and informational
needs and for identifying bottlenecks where
errors may occur.

Example
Logging the commands that would be
involved in controlling a remotely operated
camera helped the team establish priorities
among them.

78
Q

Design Research: Historical Analysis

A

How
Compare features of an industry, organisation,
group, market segment or practice through
various stages of development.

Why
This method helps to identify trends and cycles
of product use and customer behaviour and to
project those patterns into the future.

Example
A historical view of chair design helped to
define a common language and reference
points

79
Q

Design Research: Affinity Diagrams

A

How
Cluster design elements according to intuitive
relationships, such as similarity, dependence,
proximity, and so forth.

Why
This method is a useful way to identify
connections among issues and to reveal
opportunities for innovation.

Example
An affinity diagram shows what’s involved in
transporting young children, and helps to identify
the opportunities to improve the design of a
stroller.

80
Q

UX Field Research: A DAY IN THE LIFE

A

How
Catalog the activities and contexts that users
experience for an entire day.

Why
This is a useful way to reveal unanticipated
issues inherent in the routines and circumstances people experience daily.

Example
For the design of a portable communication
device, the design team followed people
throughout the day, observing moments at
which they would like to be able to access information.

81
Q

UX Field Research: SHADOWING

A

How
Tag along with people to observe and
understand their day-to-day
routines, interactions, and contexts.

Why
This is a valuable way to reveal design
opportunities and show how a
product might affect or complement user’s
behaviour.
Example
The team accompanied truckers on their
routes in order to understand how they
might be affected by a device capable of
detecting drowsiness.
82
Q

UX Field Research: PERSONAL INVENTORY

A

How
Document the things that people identify as
important to them as a way of cataloging evidence of their lifestyles.

Why
This method is useful for revealing people’s
activities, perceptions, and values as well as patterns among them.

Example
For a project to design a handheld electronic
device, people were asked to show
the contents of their purses and briefcases
and explain how they use the objects that they
carry around everyday.

83
Q

Ethnography

A

• Ethnography is a philosophy with a set of techniques that include participant
observation and interviews
• Debate about differences between participant observation and ethnography
• Ethnographers immerse themselves in the culture that they study
• A researcher’s degree of participation can vary along a scale from ‘outside’ to
‘inside’
• Analysing video and data logs can be time-consuming
• Collections of comments, incidents, and artefacts are made

84
Q

Interview in 5 Steps

A
  • Introduction – introduce yourself, explain the goals of the interview, reassure about the ethical issues, ask to record, present any informed consent form.
  • Warm-up – make first questions easy and non-threatening.
  • Main body – present questions in a logical order
  • A cool-off period – include a few easy questions to defuse tension at the end
  • Closure – thank interviewee, signal the end, e.g, switch recorder off.
85
Q

3 data gathering mehtods

A

interviews, questionnaires, observation

86
Q

five key issues of data gathering

A

goals, triangulation, participant relationship, pilot

87
Q

80/20 rule

A

A principle for setting priorities: users will use 20% of
the features of your product 80% of the time. Focus
the majority of your design and development effort
(80%) on the most important 20% of the product.

88
Q

3 Reasons for Laws of Interaction Design

A
  • describe: understand what is going on
  • predict what will happen if…
  • generate new alternatives
89
Q

Moore’s law

A

The complexity for minimum component costs has
increased at a rate of roughly a factor of two per year…

Don’t worry too much about: 
‣ computing power
‣ storage capacity
‣ screen resolution
‣ device size
‣ weight
‣ battery life (?)
90
Q

Buxton’s law

A

Less is More

91
Q

Fitts’ law

A

The time to acquire a target is a function of the distance to and width of the target.

Larger targets are easier to hit -> maximize button size
Movement time increases (logarithmically) with distance
-> minimize distances
-> no movement is even better!
Infinite targets:
-> leverage screen borders
-> leverage corners

Bigger Is Not Always Better

92
Q

Steering Law

A

the time required to navigate, or steer, through a 2-dimensional tunnel.

93
Q

Guiard’s Kinematic Chain

A

“Under standard conditions, the spontaneous
writing speed of adults is reduced by some 20%
when instructions prevent the non-preferred hand from manipulating the page”

94
Q

Hick’s law

A

Given n known and equally
probable choices, the average reaction time T required to
choose among them is: T = b*log2(n+1)

95
Q

Law of Practice

A

‣ When performing a task based on practice trials, people improve in speed at a decaying exponential rate.
‣ The time needed for a particular task decreases in proportion to the number of practice trials taken raised to a power of about a = -0.4

96
Q

Murphy’s law

A

Whatever can go wrong, will go wrong.

‣ Prepare for human errors, wrong input etc. • do sanity checks in dialogs
• provide useful defaults
• make serious mistakes hard

‣ When building stuff, provide extra time for: • mistakes in manufacturing
• non-functioning tools
• faulty material
• misunderstandings

97
Q

Gestalt Laws

A
  • Proximity
  • Collinearity
  • Co-circularity
  • Continuity
  • Parallelism
  • Symmetry
  • Closure
  • Convexity

In summary the Gestalt Theory believes individuals use insight and their prior experiences to determine the response to stimuli.

98
Q

Gestalt Laws

A
  • Proximity
  • Collinearity
  • Co-circularity
  • Continuity
  • Parallelism
  • Symmetry
  • Closure
  • Convexity

In summary the Gestalt Theory believes individuals use insight and their prior experiences to determine the response to stimuli.

Grouping of similar Objects

99
Q

GUI-Design: Approachability

A

Simple designs can be rapidly apprehended and understood well enough to support immediate use or invite further exploration.

100
Q

GUI-Design: Recognisability

A

Simple designs can be recognised more easily than their more elaborate counterparts. Because they present less visual information to the viewer, they are more easily assimilated, understood and remembered.

101
Q

GUI-Design: Immediacy

A

Simple designs have a greater impact than complex
designs, precisely because they can be immediately
recognised and understood with a minimum of conscious effort.

102
Q

GUI-Design: Usability

A

Improving the approachability and memorability of a product necessarily enhances usability as well. Simple designs that eliminate unnecessary variation or detail make the variation that remains more prominent and informative.

103
Q

GUI-Design: Reduction

A

Reduction means that you eliminate whatever isn’t necessary. This technique has three steps: (1) decide what essentially needs to be conveyed by the design; (2) critically examine every element (feature, label, UI widget, etc.) to decide whether it serves an essential purpose; (3) remove it if it isn’t essential.

104
Q

What is an Experience Blueprint?

A

An experience blueprint is a diagrammatic
representation of the user journey that maps processes,
touch points, people and support activities involved in
creating the experience.
It helps in visualising the correlation between the front
stage (user end) and the back stage (provider end). It also helps to interconnect the tangible elements with
intangible and deal with them more objectively.

105
Q

Disruptive Innovation

A

….an innovation that creates a new market and value network and eventually disrupts an existing market and value network, displacing established market leading firms, products, services and alliances…

106
Q

Service Design

A

ensures that all parts work together throughout the customer journey a customer journey describes the way from an entry point to an exit point of a service

107
Q

What is a service?

A
  • a chain of activities that form a process and have value for the end user (customer journey)
  • services affect our daily qualify of life (user experience)
  • service design is somehow similar to systems design (service blueprints)
  • service design focuses on the entire system of use (via touchpoints)
108
Q

4 Key-Characteristics of Service

A

Intangible, Provider ownership, co-created, flexible

109
Q

Key-Characteristic of Service: Intangible

A

Although services are often populated with objects, the service itself is ephemeral, customers can´t see or touch the service itself-only the physical embodiments

110
Q

Key-Characteristic of Service: Provider ownership

A

Customers who use a service may come away from it with an owned object such as a cup of coffee or used car, but they don´t own the service itself.

111
Q

Key-Characteristic of Service: co-created

A

Services aren´t made by the service provider alone; they require the involvement and engagement of the customers as well.

112
Q

Key-Characteristic of Service: flexible

A

Each new situation or customer requires that the service adapt to it

113
Q

Shelley Evenson

A

-teaches service and interaction design at CMU, Pittsburgh -Co-founder of seeSpace and chief experience scientist for Scient

114
Q

four types of interaction “beyond the desktop”:

A
  • (1) Shareable interfaces
  • (2) Tangible interfaces
  • (3) Wearable interfaces
  • (4) Robotic interfaces
115
Q

interaction “beyond the desktop”: Shareable interfaces

A

• Shareable interfaces are designed for more than one person to use
• provide multiple inputs and sometimes allow simultaneous input by co-located groups
• large wall displays where people use their own pens
or gestures
• interactive tabletops where small groups interact with information using their fingertips, e.g., Smartboards

116
Q

interaction “beyond the desktop”: Tangible interfaces

A
  • Type of sensor-based interaction, where physical objects, e.g., bricks, are coupled with digital representations
  • When a person manipulates the physical object/s it causes a digital effect to occur, e.g. an animation
  • Digital effects can take place in a number of media and places or can be embedded in the physical object
117
Q

interaction “beyond the desktop”: Wearable interfaces

A
  • First developments was head- and eyewear-mounted cameras that enabled user to record what seen and to access digital information
  • Since, jewellery, head-mounted caps, smart fabrics, glasses, shoes, and jackets have all been used
  • provide the user with a means of interacting with digital information while on the move
  • Applications include automatic diaries and tour guides
118
Q

interaction “beyond the desktop”: Robotic interfaces

A

Four types
• remote robots used in hazardous settings
• domestic robots helping around the house
• pet robots as human companions
• sociable robots that work collaboratively with humans, and communicate and socialize with them – as if they were our peers

119
Q

Is multimedia better than tangible interfaces for

learning?

A

Will depend on task, users, context, cost, robustness, etc.