Interaction Design Flashcards

1
Q

What is an important doctrine underlying human-computer interaction?

A

Interactions, not just interfaces.

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2
Q

The process of designing user-friendly products is founded on?

A

Intervention and change.

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3
Q

Why are trade-offs in design important?

A

It’s important because there may be conflicting goals.

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4
Q

Why is iterative design common for interactive systems?

A

Iterative design is common for interactive systems because designers never get the design right the first time.

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5
Q

What is the first stage of an interaction design process?

A

Requirements: finding out about people and what they want.

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6
Q

What are the three iterative phases of the interaction design process?

A
  1. Analysis
  2. Design
  3. Prototype
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7
Q

Design is achieving goals within _______.

A

constraints

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8
Q

What is the hardest part of the design process, when your time and budget is limited?

A

Deciding which problems to solve.

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9
Q

A persona is…?

A

A rich description of a potential user.

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10
Q

Describe what Technology Probes are?

A

Technology probes are designs, items, systems that encourage users to think about new technologies and help designers test their products in the intended setting and identify user needs.

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11
Q

What are Scenarios?

A

Stories for designs.

A step by step walkthrough of the design.

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12
Q

How are Scenarios useful?

A

It helps communicate with others about the designs, validates other models, and help understand dynamics.

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13
Q

Structure in design relates to?

A

Certain aesthetic decisions and the way the product relates to other applications.

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14
Q

What are the four golden rules for Navigation Design?

A
  1. Knowing where you are
  2. Knowing what you can do
  3. Knowing where you are going or what will happen
  4. Knowing where you’ve been or what you’ve done
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15
Q

Memory is often a more critical issue when…?

A

The items are arranged in a deep user interface.

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16
Q

When designing the physical layout on a washing machine, which of the following options is the closest analogy in website design?

A

Site structure

17
Q

In navigation design a method to help ‘know where you are’ is?

A

Breadcrumbs

18
Q

Of the following, which one is NOT a tool available to the screen designer?

a. Grouping, ordering and aligning items,
b. White space
c. A hammer icon

A

c. A hammer icon

19
Q

When using white space in screen design it is important that…?

A

Form matches function

20
Q

Deliberately design the affordances of the display…?

A

So the physical attributes correspond to what you can actually do.

21
Q

Getting better and starting well in the context of iterative prototyping means?

A

You should start with the best possible design and a deep knowledge of your users to iterate well.