L2 Flashcards

1
Q

What does problem space mean and why is it important?

A

Problem space involves understanding the overall purpose and users’ needs before starting to develop the details.
Starting with technical details (“nuts and bolts”) can lead to overlooking usability and experience goals, resulting in a product that does not address the identified needs.
A team working together to analyze the problem space can avoid incorrect assumptions and better identify user goals. By making underlying assumptions and claims explicit, one can ensure the solution addresses the real problems.

Example:
A software company discovered that many users had switched to another browser. Assumptions included that their browser had deficiencies and that competitors’ products were better. After observing and talking to users, they realized the bookmarking feature was not used because it was time-consuming and cumbersome. They decided to investigate how to improve the saving and retrieval of web pages. This led to the development of simpler functions that better met the users’ needs

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2
Q

What is an assumption?

A

Taking something for granted when it needs further investigation

Example:
People want to watch TV while driving

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3
Q

What is a claim?

A

Stating something to be true when it is still open to question (a multimodal style of interaction for controlling GPS - one that involves speaking while driving - is safe)

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4
Q

From problem to design space (3 steps)

A

Problem space —> Conceptual space —> Design space

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5
Q

What is a conceptual model?

A

It is not a description of the user interface but a structural outline of the core concepts of the design and the relationships between them

It is an abstract model

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6
Q

Why a conceptual model?

A

Helps the design to:

Not become narrowly focused early on

Establish a set of common terms they all understand and agree upon

Reduce the chance of misunderstandings

Provides undisputed guidance

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7
Q

What does conceptual model describe?

A

Metaphors and analogies

The concepts that users are exposed to through the product

The relationships between the concepts

The mapping between the concepts and the user experience the product is designed to support

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8
Q

First steps in formulating a conceptual model?

A

What will the users be doing when carrying out there tasks?

How will the system support these?

What kind of interface metaphor, if any, will be appropriate?

What kinds is interaction types to use?

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9
Q

Metaphors

A

The transference of the relation between one set of objects to another set for the purpose is brief explanation

Metaphora = to carry over, transfer

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10
Q

Interface metaphors

A

Conceptualising what we are doing, ex surfing the web

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11
Q

Metaphor - key points

A

Help borrow behaviours from systems familiar to users
- makes learning new systems easier
- helps users understand the underlying conceptual model

Isn’t always necessary

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12
Q

Interaction types

A

Instructing
Issuing commands using keyboard and function keys and selecting options via menus, ex vending machines

Conversing
Interacting with the system as if having a conversation, ex Siri, IKEA bot

Manipulating
Interacting with objects in a virtual or physical sis d by manipulating them, ex using drag and stop, physical controllers

Exploring
Moving through a digital, information space, or a physical space, ex in a game Minecraft or descending folders

Responding
The system is taking the initiative to alert or show the user something that it “thinks” is of interest or relevance to the context the user presently in, ex fitness tracker

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