Interaction Design Flashcards

1
Q

This is the interaction between a user and a product which often involves elements like as Aesthetics, sound, motion, and many more.

A

Interaction Design

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2
Q

According to them, Interaction Design is what defines the behavior and structure of interactive systems to create a connection between a user and technology

A

Interaction Design Association

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3
Q

Interaction Design is the one responsible in allowing you to interact or connect to your device through what?

A

Clicking
Swiping
Tapping
Typing

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4
Q

This is a goal-directed, problem solving activity informed by target domain, material, cost, feasibility, and its intended use

A

Interaction Design

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5
Q

Interaction Design was first coined by who?

A

Bill Verplank and Bill Moggridge

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6
Q

When did Bill Verplank and Bill Moggridge coined the term Interaction Design

A

mid-1980s

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7
Q

To him, IxD was an adaptation of the computer science term “user interface design” for the industrial design profession

A

Bill Verplank

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8
Q

To him, IxD was an improvement of the soft-face.

A

Bill Moggridge

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9
Q

When did Bill Moggridge coined the term soft-face?

A

1984

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10
Q

What did Bill Moggridge made as a referral to the application of industrial design to software-containing products?

A

Soft-Face

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11
Q

She was the one who developed one of the earliest programs in design for interactive technologies.

A

Muriel Cooper

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12
Q

What did Muriel Cooper developed?

A

Visible Language Workshop

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13
Q

When did Muriel Cooper developed the Visible Language Workshop

A

1975

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14
Q

What is the next program to be developed after the Visible Language Workshop?

A

Interactive Telecommunications Program

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15
Q

Who created the Interactive Telecommunications Program?

A

Martin Elton

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16
Q

When did Martin Elton created the Interactive Telecommunications Program?

A

1979

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17
Q

Where did Martin Elton created the Interactive Telecommunications Program

A

NYU which was later head by Red Burns

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18
Q

Where and when is the first academic program for IxD was established?

A

Carnegie Mellon University in 1994

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19
Q

What is the First Academic Program called?

A

Interaction Design

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20
Q

What year was an institute for IxD was Founded?

A

2001

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21
Q

Who and where founded an institute for IxD

A

Crampton Smith In Northern Italy

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22
Q

What is the name of Institute that Crampton Smith called

A

Interaction Design institute Ivrea

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23
Q

Interaction Design institute Ivrea was merged with what academy?

A

Domus Academy

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24
Q

When and where was Interaction Design institute Ivrea moved

A

Milan in 2005

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25
Q

In 2007, this institute was set up

A

Copenhagen Institute of Interaction Design

26
Q

The are the one who added the IxD in the Visual and Multimedia Communication

A

Crampton Smith and Philip Tabor

27
Q

In what University did Smith and Tabor added the IxD in the Visual and Multimedia Communication and when?

A

University of Venice, Italy around 2006 up to 2014.

28
Q

What are the Methodologies of Interaction Design

A

Goal-Oriented Design
Personas
Usability
Affective Interaction Design
Cognitive Design

29
Q

What is the other term for Goal-Oriented Design?

A

Goal-Directed Design

30
Q

Who developed the goal-directed design?

A

Alan Cooper

31
Q

This is a user-centered method to address situations where in different users of a proposed product express their desire for some aspects of the product

A

Goal-Oriented Design

32
Q

What are the six steps that are mentioned in the methodology Goal-Oriented Design

A
  1. Research
  2. Modelling
  3. Requirements Definition
  4. Framework Definition
  5. Design
  6. Development
33
Q

Goal-Oriented Design Steps:
Interviewing users and stakeholders, reviewing the domain, benchmarking and literature review.

A

Research

34
Q

Goal-Oriented Design Steps:
Results from the interview are reviewed for common patterns to create models

A

Modeling

35
Q

What are the two types of Model mentioned in Modeling?

A
  1. Personas (Archetypical User Models)
  2. Workflows
36
Q

Types of Model:
These are not based on one user. However, these embody a specific behavior pattern and gaol that is seen during interviews of end-users.

A

Personas (Archetypical User Models)

37
Q

Type of Model:
This embodies what individuals do, in what order do they do it, and how does an individual relate to another through their workflows.

A

Workflows

38
Q

Goal-Oriented Design Steps:
this defines the requirements for each persona, the data they need to see, and the functional needs they have for working with this data.

A

Requirements Definition

39
Q

Goal-Oriented Design Steps:
Sketching of the layout before the input of other details, planning of how the interface will look like

A

Framework Definition

40
Q

Goal-Oriented Design Steps:
This is a detailed form and behavior specifications for the interface-based principles, patterns, and practices

A

Design

41
Q

Goal-Oriented Design Steps:
This s where the coding begins based on the given specifications

A

Development

42
Q

These are archetypes that describe the various goals and the observed behavior patterns among the users.

A

Personas

43
Q

True or False:
A Persona must be able to encapsulate critical behavioral data in such a way that the stakeholders and designers are able to understand, remember, and relate to.

A

True

44
Q

This method uses a story telling way to engage the social aspects and emotional aspect of users that help the designer to visualize the best behavior of the product and understand why this recommended design is successful

A

Personas

45
Q

This method determines if the interface is usable by the user and if the ease of use is present

A

Usability

46
Q

What are the Five Characteristic of Usable Products

A
  1. Effectiveness
  2. Efficiency
  3. Engagingness
  4. Error Tolerance
  5. Ease of Learning
47
Q

Five Characteristics of Usable Products:
Whether users can complete their goals with a high degree of accuracy that comes from the support provided to users when the users work with the product

A

Effectiveness

48
Q

Five Characteristics of Usable Products:
The speed of the product being used by the user

A

Efficiency

49
Q

Five Characteristics of Usable Products:
This refers to the level of engagement a system offers to a user by making it look user-friendly

A

Engagingness

50
Q

Five Characteristics of Usable Products:
Minimizing occurrences of errors to ensure a quick recovery from an error and allow the user to finish whatever the user is doing with the system.

A

Error Tolerance

51
Q

Five Characteristics of Usable Products:
giving the users a platform that is easy to use and easy to learn

A

Ease of Learning

52
Q

This is a method that helps convey aspects like the emotional responses of users, creative influences, and motivational and learning influences.

A

Affective Interaction Design

53
Q

This provide vocabularies to further evaluate and modify design solutions. This also offers a lightweight approach in analyzing the quality of a design rather than giving a detailed descriptions.

A

Cognitive Dimension

54
Q

This was incorporated to address the needs of the then-emergent field of interaction design which has grown to be an industry and an area of study that has also received great recognition for its value in creating great products

A

Interaction Design Association

55
Q

When was the Interaction Design Association incorporated

A

2005

56
Q

Since IxDA was the first community for people who were interested in practicing interaction design and now this association is one of the largest globally. How many local groups and individual did they gathered?

A

200 Local Groups and 100,000 Individuals

57
Q

What are three tips in creating your own interaction design?

A
  1. Focus on Users Needs
  2. Accommodate the User’s Working Memory
  3. Users Must Be Given Hints
58
Q

Tips in creating your own interaction design: It is very important as an interaction designer to be user centric. You must be able to use the same language they commonly use and organize the user’s information that enables the user to familiarize and perform the takes of the product easily.

A

Focus on User Needs

59
Q

Tips in creating your own interaction design: It is usually said that people in general can only old an average of 4 to 5 pieces of information oat a certain time in their working memory. This must be kept in mind for you to refrain

A

Accommodate the User’s Working Memory

60
Q

Tips in creating your own interaction design: The user may not always know the right text or elements to click on once they begin or carry on with the interaction process. You must ensure that with your design, the clickable elements are highlighted which will help the users understand the consequences of their actions.

A

User Must Be Given Hints