Interaction Design Flashcards

1
Q

Interaction Design

A

Interaction Design involves designing interactive products to support the way people communicate and interact in their everyday and working lives.

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2
Q

Determining Usability

A

Many ways, taught throughout this course
Interaction design process
Expert-led / rule-based methods, such as Heuristic Evaluation

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3
Q

8 Golden Rules for Interface Design

A

Strive for consistency
Enable frequent users to use shortcuts
Offer informative feedback
Design dialogs to yield closure
Offer simple error handling
Permit easy reversal of actions
Support internal locus of control
Reduce short-term memory load

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4
Q

Strive for Consistency

A

Consistent sequences of actions in similar situations
Identical terminology used in prompts, menus, and help screens
Consistent commands employed throughout

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5
Q

Design System

A

A Design System is a complete set of standards intended to manage design at scale using reusable components and patterns.

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6
Q

Components of Design Systems

A

Style guide
Pattern Library
Component Library

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7
Q

Enabling Shortcuts for Frequent Users

A

Frequency of use increases desire to reduce interactions and increase pace
Utilize abbreviations, function keys, hidden commands, and macro facilities

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8
Q

Offer Informative Feedback

A

For every action, provide system feedback.
Feedback should answer questions like “What is it doing now?” and “What action has been performed?”
Feedback needs to be immediate and synchronized with user actions.

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9
Q

Informative Feedback for Infrequent and Major Actions

A

Key Points:
For infrequent and major actions, provide more substantial responses.
Ensure the feedback is informative and guides the user through the process effectively.

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10
Q

Types of Informative Feedback

A

Visual: Examples include lights or written messages.
Audible: Examples include beeps or clicks.
Haptic: Examples include vibration.

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11
Q

Timeframes for Informative Feedback

A

0.1 sec:
Cause and effect: Respond to mouse click, key press, etc.
1.0 sec:
Intermediate: Open a window, etc.
2-10 sec:
Intermediate: Perform calculations, image processing, etc.
10 sec:
Longer tasks: Wake up machine, load file, copy files, start printing, etc.

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12
Q

Design Dialogs to Yield Closure

A

Key Points:
Action sequences should have a beginning, middle, and end.
Informative feedback at the completion of a group of actions gives operators the satisfaction of accomplishment.

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13
Q

Design Dialogs to Yield Closure

A

Key Points:
Group actions should have:
Explicit completion of an action
Well-defined options for the next step.

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14
Q

Offer Simple Error Handling

A

Key Points:
Design the system to prevent serious errors whenever possible.
Examples include:
Lifts: Can’t open doors until they stop.
Aircraft: Can’t reverse thrust unless landing gear is down.

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15
Q

Restrictions in User ID Systems and Drop-down Calendars

A

Examples:
Some user ID systems only allow specific combinations of characters.
Drop-down calendars only allow users to enter valid dates.

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16
Q

Error Detection and Handling

A

Key Points:
The system should be able to detect errors.
Provide simple and comprehensible mechanisms for handling errors when they occur.

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17
Q

Permit Easy Reversal of Actions

A

Key Points:
Actions should be reversible whenever possible.
Examples include:
Trash can / recycling bin.
Edit-undo feature.
Let the user know they can reverse an action.

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18
Q

Prevent Irreversible Actions

A

Key Points:
Avoid making important irreversible actions easy to perform.
Ask for confirmation wherever possible without being annoying or overprotective.

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19
Q

Support Internal Locus of Control

A

Definition:
In personality psychology, locus of control is the degree to which people believe that they have control over the outcome of events.

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20
Q

Support Internal Locus of Control

A

Key Points:
Users want to feel in control.
Anxiety and dissatisfaction can occur when the feeling of control is lost, such as:
Surprising interface actions.
Tedious actions.
Difficulty in performing actions.
Lag.

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21
Q

Support Internal Locus of Control

A

Key Points:
Design systems to make users the indicators of actions rather than the responders

22
Q

Reduce Short-Term Memory Load

A

Key Point:
Utilize recognition rather than recall to reduce short-term memory load.

23
Q

Reduce Short-Term Memory Load

A

Key Points:
The limitation of human information processing in short-term memory necessitates that:
Displays be kept simple.
Multiple page displays be consolidated.
Window-motion frequency be reduced.
Sufficient training time be allocated for mnemonics and sequences of actions.

24
Q

Usability

A

Definition:
Usability refers to the ease of use and learnability of human-made objects. These objects can be software applications, websites, books, tools, machines, processes, or anything a human interacts with.

25
Q

Usability Goals

A

Key Goals:
Effective to use (effectiveness)
Efficient to use (efficiency)
Safe to use (safety)
Good utility (utility)
Easy to learn (learnability)
Easy to remember how to use (memorability)

26
Q

Usability - Effectiveness

A

Definition:
Effectiveness refers to how good a product or system is at doing what it is supposed to do.

27
Q

Usability - Efficiency

A

Definition:
Efficiency refers to the way the product or system supports users in carrying out their tasks.

28
Q

Usability - Safety

A

Safety involves protecting the user from dangerous conditions and undesirable situations by:
Preventing users from making mistakes.
Providing means of recovery from mistakes.

29
Q

Usability - Utility

A

Definition:
Utility refers to the extent to which the system provides the right kind of functionality so that users can do what they need or want to do.

30
Q

Usability - Learnability

A

Definition:
Learnability refers to how easy a system is to learn to use. It is particularly important for everyday tools as many tools are either easily adopted or quickly discarded based on their learnability.

31
Q

Usability - Learnability (Predictability & Familiarity)

A

Key Points:
Predictability: Can a user easily determine what operations are available to them?
Familiarity: On first acquaintance, can a user perceive actions based on what is familiar to them?

32
Q

Usability - Memorability

A

Key Points:
Memorability refers to how easy a system is to remember how to use after it has been learned.
Examples include:
Meaningful icons, command names, and menu options.
Good structuring of options into categories.

33
Q

Importance of Usability

A

Key Points:
Usability is important because computer technology is pervasive.
The usability of a device or interface can affect:
Effectiveness
Productivity
Morale
Safety

34
Q

Importance of Usability

A

Key Points:
Investigations concluded that the design of the human-machine interface was at least partially responsible for the disaster.
Human-computer interaction design oversights, such as ambiguous control room indicators in the power plant’s user interface, can have serious consequences.

35
Q

Usability Goals

A

Key Goals:
Effective to use (effectiveness)
Efficient to use (efficiency)
Safe to use (safety)
Good utility (utility)
Easy to learn (learnability)
Easy to remember how to use (memorability)

36
Q

User Experience (UX)

A

Definition:
User Experience (UX) refers to the overall experience of a person using a product such as a website or computer application, especially in terms of how easy or pleasing it is to use.

37
Q

What is involved in interaction design?

A

Interaction design involves designing interactive digital products and systems, focusing on how users interact with them.

38
Q

How does interaction design differ from other types of design?

A

Interaction design focuses specifically on designing the interaction between users and digital products, while other types of design may have different interpretations of what “designing” means.

39
Q

What are the three fundamental activities involved in interaction design?

A

The three fundamental activities involved in interaction design are:

Understanding the requirements
Producing a design that satisfies these requirements
Evaluating the design

40
Q

What additional aspects are involved in interaction design besides the fundamental activities?

A

In addition to the fundamental activities, interaction design also involves trade-offs and balancing requirements, involving users in the design process, and generating alternatives

41
Q

What principle does Linus Pauling’s quote, “The best way to get a good idea is to get lots of ideas,” emphasize in interaction design?

A

Linus Pauling’s quote emphasizes the importance of generating multiple alternatives in the interaction design process to foster creativity and innovation.

42
Q

Why is involving users important in interaction design?

A

Involving users in the design process helps gain a better understanding of users’ goals, leading to a more appropriate end product.

43
Q

What are the degrees of user involvement in interaction design?

A

The degrees of user involvement in interaction design include:

Being co-opted to the design team.
Being kept informed through regular contact.

44
Q

What is User-Centered Design (UCD)?

A

User-Centered Design (UCD) is a process in which the needs, wants, and limitations of end users of a product, service, or process are given extensive attention at each stage of the design process.

45
Q

What are the key principles of User-Centered Design (UCD)?

A

The key principles of User-Centered Design (UCD) include:

Early focus on users and tasks.
Empirical measurement.
Iterative design.

46
Q

Why is it crucial to involve humans in the design process?

A

It’s crucial to involve humans in the design process to prevent disasters like the Therac-25 incidents. The Therac-25 was a radiation therapy machine that caused multiple overdoses and deaths due to design flaws, highlighting the importance of considering human factors in design to ensure safety and effectiveness.

47
Q

Why is it important to involve humans in the development of technology, even when advancements make devices “easier to use”?

A

It’s important to involve humans in technology development because advancements may introduce new complexities, such as increased dependence on software. Without human involvement, there’s a risk of overlooking potential usability issues or safety concerns, as seen in cases like the Therac-25 incidents.

48
Q

What incidents highlight the importance of involving humans in the design process?

A

Incidents such as patients treated with radiation therapy developing striped patterns on their hips and shoulders underscore the necessity of human involvement in design. Despite attempts to fix issues, patients still experienced adverse effects, indicating the need for thorough consideration of human factors in design.

49
Q

How did early accidents lead to changes in hardware design?

A

Early accidents prompted slight hardware changes, reflecting an initial response to safety concerns. However, subsequent incidents demonstrated that merely addressing hardware issues was insufficient to prevent further problems, emphasizing the importance of holistic human-centered design approaches.

50
Q

What were the root causes of the incidents involving the system (MCAS)?

A

The root causes of the incidents involving the MCAS system included revisions to older designs necessitating a software system for compensation, relatively common sensor failures leading to incorrect information, and pilots’ lack of awareness of the system’s existence.

51
Q

How do the root causes of incidents involving the MCAS system emphasize the importance of involving humans in design?

A

The root causes highlight the necessity of involving humans in design to address complex interactions between software and hardware, anticipate potential failure modes, and ensure that users are adequately informed about system functionality to mitigate risks effectively.

52
Q
A