L6 - Task Analysis, Design principles and Prototyping Flashcards
What are components of a successful design?
- identify users expectations/ideals and needs/constraints
- effective planning
- steps&safety nets approach
- iteratively test and refine (plan a lot of time for this)
What is understood under the Sequential development life cycle (SDLC)?
- 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
Name the steps of the waterfall model (an SDLC model):
- feasibility (= Durchführbarkeit)
- plan
- design
- build
- test
- production
- support
How is the Addie model described (an SDLC model)?
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
How is the double diamond model described (an SDLC model)?
- > 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
How is the Agile model described (an SDLC model)?
-> 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)
Key difference between the waterfall and agile model?
- > 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)
Basic understanding of user centered design (UCD)?
- > 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)
How is the user centered design cycle described?
- project starts
- user research and analysis (identifying target user properly) -> getting into users head
- concept design (low fidelity) -> what should people do with the product and how (understanding of how to interact)? -> identifying known analogies for user
- user testing prototypes; seeing if usage is as intended, mistakes, unclear parts -> task analysis
- detail design (mid- to high fidelity)
- measure and develop
- deliver
- might start all over (cyclic behaviour)
What are two methods to map your users (+ brief description of these)?
- mindmap: user research as input, structure knowledge (linking)
- persona: fictional summary of user, like a profile, checking if design fits that group
How does the creative process go?
- define; problem defintion
- create: diverge, as many ideas as possible
- decide: converge, choose best alternatives
- > smaller versions before project starts
Interface metaphors and analogies
- > combining familiar knowledge with new one
- > make it understanable
- > good interaction = good communication
5 interaction types?
instructing, conversing, manipulating, exploring and responding
What does the concrete design imply?
defining the functions the product will perform and define how different functions are related to each other (what information is needed)
-> defining user range
Graphic/visual design (user centred experience)
look, what it conveys, its theme and visual narrative
information architecture/design (user centred experience)
its organisation, allowed choices