L6 - Task Analysis, Design principles and Prototyping Flashcards

1
Q

What are components of a successful design?

A
  • identify users expectations/ideals and needs/constraints
  • effective planning
  • steps&safety nets approach
  • iteratively test and refine (plan a lot of time for this)
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2
Q

What is understood under the Sequential development life cycle (SDLC)?

A
  • describes different stages (performing different stages) -> one serving as key for the next (they do not interupt each other)
  • > to develop and plan a project
  • > these models are never seen in linear fashion
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3
Q

Name the steps of the waterfall model (an SDLC model):

A
  1. feasibility (= Durchführbarkeit)
  2. plan
  3. design
  4. build
  5. test
  6. production
  7. support
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4
Q

How is the Addie model described (an SDLC model)?

A

Addie; for Analysis, design, development, implementation and evaluation

  • > each stage being done at a given order with focus on reflection and iteration (used in a cyclic manner)
  • > evaluates each stage
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5
Q

How is the double diamond model described (an SDLC model)?

A
  • > discover and define first (clearly stated)
  • > meaning; find everything that has been done so far (research) -> narrowing down the problem to specific problem definition
  • > then develop and deliver
  • > meaning; architecture and idea generation -> prototyping and testing
    generally: from design the right thing to design things right
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6
Q

How is the Agile model described (an SDLC model)?

A

-> iterative and incremental
-> flexibility (allowing for frequent change) and constant output (making collaboration between designer and client easier -> work together until end of project)
-> communication is key
-> model identifies discrete modular tasks and deliverables wich are tackeld in short prints and tetsed
(one sprint: review, test, build, plan)

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7
Q

Key difference between the waterfall and agile model?

A
  • > the agile model delivers troughout the process (chance to fail at beginning high)
  • > the waterfall model jsut delivers in the final end (all the risk at the end)
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8
Q

Basic understanding of user centered design (UCD)?

A
  • > concerning users point of the view from the beginning and througout
  • > keeping view on user´s reality -> users often find a way to cheat the systems (finding the easiest way to use the apllication)
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9
Q

How is the user centered design cycle described?

A
  1. project starts
  2. user research and analysis (identifying target user properly) -> getting into users head
  3. concept design (low fidelity) -> what should people do with the product and how (understanding of how to interact)? -> identifying known analogies for user
  4. user testing prototypes; seeing if usage is as intended, mistakes, unclear parts -> task analysis
  5. detail design (mid- to high fidelity)
  6. measure and develop
  7. deliver
  8. might start all over (cyclic behaviour)
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10
Q

What are two methods to map your users (+ brief description of these)?

A
  1. mindmap: user research as input, structure knowledge (linking)
  2. persona: fictional summary of user, like a profile, checking if design fits that group
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11
Q

How does the creative process go?

A
  1. define; problem defintion
  2. create: diverge, as many ideas as possible
  3. decide: converge, choose best alternatives
    - > smaller versions before project starts
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12
Q

Interface metaphors and analogies

A
  • > combining familiar knowledge with new one
  • > make it understanable
  • > good interaction = good communication
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13
Q

5 interaction types?

A

instructing, conversing, manipulating, exploring and responding

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14
Q

What does the concrete design imply?

A

defining the functions the product will perform and define how different functions are related to each other (what information is needed)
-> defining user range

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15
Q

Graphic/visual design (user centred experience)

A

look, what it conveys, its theme and visual narrative

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16
Q

information architecture/design (user centred experience)

A

its organisation, allowed choices

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17
Q

UI design (user centred experience)

A

how it shows it interactions possibilities

18
Q

interaction design (user centred experience)

A

how it works while interacting

19
Q

web/platform design (user centred experience)

A

how it works in browsers/platforms

20
Q

UX design (user centred experience)

A

experience of design

21
Q

development (user centred experience)

A

how it functions

22
Q

story boards (user centred experience)

A
  • drawing all implications
  • show what´s needed on development side
  • sample scenario (product usage)
  • > simple
  • > animations, transitions and feedback
  • > conveys key visual elements/experience
23
Q

service blueprint (user centred experience)

A

extensive display of each stage and it happenings of a poject

24
Q

Which three stages does prototyping have? (+ brief defintion of prototyping)

A
  1. low-, 2. medium- and 3. high fidelity prototyping
    -> all of them should be considered at the different stages
    = concrete manifestation of an idea, allowing designer to communicate their ideas and user to try them out -> encourages reflection in design
25
Q

Low fidelity prototyping

A
  • interactions but no aesthetics
  • simple, quick
  • just simple functions
26
Q

Mid-fidelity prototyping

A
  • all interactions, no aesthetics

- > all practicalities

27
Q

High-fidelity prototyping

A
  • aesthetics and interaction
  • > full functionality
  • > user should treat it as real product (honest feedback needed)
28
Q

what are wireframes?

A

placeholders; for things you expect to see (links should be tested)
-> architecture and layout

29
Q

detail design

A
  • cycling within the different fidelity types

- > going from one to next prototype stage and designing for alternatives until one is satisfied with it

30
Q

GOMS (task analysis)

-> basic model description

A
  • in define stage of double diamond design
    Goals, Operators, Methods and selection rules
    -> processor-based model of the user (input-actions-ouput (observable))
31
Q

GOMS: Goals

A
  • identifying broad goal and subdivide in individual goals
    1. user needs to find information of what to do (gather/locate them -> signififers needed)
    2. input the answer (do action)
    3. actual movement
    4. identifying task if necessary (go on)
32
Q

GOMS: Methods

A

methods to achieve the goal (several ones possible)

-> check with method user prefers

33
Q

GOMS: Operators

A

defining how user move within device, decide on needed operators for that
-> therfore, breaking down the porblem to identify these

34
Q

GOMS: selection rules

A
  • > choosing the methods

- minimise travel, agency and presence, motivation and engagement (rules that help selection)

35
Q

Cognitive Task Analysis (CTA)

-> basic model description

A

describes the processes going on in the inside (considering the mental model -> how user performs a task)
-> memory, attention and cognitive load

36
Q

How does the CTA work?

-> how to get these information?

A
  • > considering which types of information are needed
  • knowledge of the field
  • knowledge representation
  • identifying user actions
  • how to handle interruptions in the thought process (back-naviagtion)
  • > evaluated by “think loud” experiment with user (describing their thought while usage)
37
Q

How do GOMS and CTA relate?

A
  • > both coming from different side and meet in the middle
  • > both should be used (switched between)
  • > looking at observable (GOOMS) and internal (CTA) simultanously
38
Q

What are external constraints -> user constraints?

A
  • pre-technology-experience of user
  • cultral backgrounds (cultural differences)
  • disabilities + individual risk factors (illness, postural differences, …)
  • context of use (supervised or not?)
39
Q

Interface types in the context of object design

A
  • > appropriate inteface type should be chosen (dependend on context)
  • > depends on type of reality which is used (virtual, augmented or mixed)
40
Q

Which compromises need to be made by prototyping?

A
  1. breadth vs depth functionality: little detail - wide range vs. lot of details - few functions
  2. robustness vs degree of changeability
41
Q

What is the key question while doing HCI?

A

-> what are the most significant societal challenges accross the world -> what role can computer science and design play in addressing those?