Last minute revision Flashcards

1
Q

Design Principles

A
  • Perceivability
  • Consistency
  • Affordance
  • Constraints
  • Feedback
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2
Q

Interaction Design Process

A
  • Iteration
  • Usability and user experience
  • User involvement
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3
Q

Scenarios

A
  • Establish requirements

- Informal stories

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4
Q

Personas

A
  • Description of fictitious people

- Add details and photos

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5
Q

Data Gathering

A
  • Interviews
  • Focus Groups
  • Questionnaires
  • Direct observation in the field
  • Direct observation in controlled lab
  • Indirect observation
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6
Q

Goals of interaction design

A
  • Effectiveness
  • Efficiency
  • Safety
  • Utility
  • Learnability
  • Memorability
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7
Q

Usability goals

A
  • Measurable goals
  • Goals must be prioritised
  • Meeting goals may be challenging
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8
Q

Stakeholders

A
  • Users
  • Beneficiaries
  • Decision makers
  • Contributors
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9
Q

Cognitive capabilities

A
  • Attention
  • Perception
  • Memory
  • Learning
  • Reading, speaking, listening
  • Problem solving, decision making, reasoning
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10
Q

Design context questions

A
  • Activity?
  • Physical environment?
  • Tech or Device?
  • Social context?
  • Cultural context?
  • Legal context?
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11
Q

Considerations for data requirements

A
  • Type
  • Scope
  • Updating
  • Storage
  • Accuracy
  • Value
  • Sensitivity
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12
Q

Seven ethical principles

A
  1. Act in best interests of everyone
  2. Be honest with everyone
  3. Do no harm and if possible provide benefits
  4. Act with integrity
  5. Avoid conflict of interests
  6. Respect privacy, confidentiality, anonymity
  7. Provide all resultant data
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13
Q

Establishing requirements

A
  • Personas
  • Descriptions of activities
  • Textual representations
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14
Q

Conceptual model of the product

A
  • Metaphors and analogies
  • Concepts and tasks
  • Interrelationships between concepts
  • Mappings between concepts and user experience
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15
Q

Key interface concepts

A
  • Symbolic vs Direct manipulation
  • Embodied interaction
  • Multiple platforms
  • Context awareness
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16
Q

Core principles of direct manipulation

A
  • Continuous representation of objects
  • Rapid reversible incremental actions
  • Physical actions and buttons instead of complex syntax
17
Q

Context awareness devices

A
  • Accelerometer
  • Gyroscope
  • Magnetometer
  • GPS
  • Proximity sensor
  • World-facing camera
  • User-facing camera
  • Microphone
  • Wi-fi
  • Bluetooth
18
Q

Conceptual model of the interactive product

A
  • Main concept that underlies product. Could be a metaphor
  • Type of tasks or activities user expected to carry out
  • Important aspect of user experience
19
Q

Interaction design framework

A

Idea : Metaphor: Model : Display
Error : Scenario : Task : Control

  • Top row overview
  • Bottom row details
20
Q

Why evaluate

A
  • Business reputation
  • Financial success
  • Being relevant in complex world
  • Keeping up with tech
21
Q

Any data given must -

A
  • Be used fairly and lawfully
  • Used for limited, specific purposes
  • Accurate
  • Kept safe and secure
22
Q

Making sense of data

A
  • Analysis
  • Interpretation
  • Presentation
23
Q

Analysis

A
  • Collate the data
  • Analyse and summarise data
  • Review the data
24
Q

Interpretation

A
  • Finding causes for usability problems and rating them
  • Prioritising issues
  • Propose changes to address problems
25
Q

Presentation

A

Best way of presenting data decided by seeing what data is gathered

26
Q

Working with quantitative data

A
  • Tabulations, charts and rankings
  • Descriptive statistics
  • Inferential statistics
27
Q

Working with qualitative data

A
  • Identifying recurring themes and patterns
  • Categorising data
  • Analysing critical incidents
28
Q

Planning evaluation with users

A
  • Determine goals and questions
  • Choose approach and methods
  • Plan data collection
  • Address practical issues
  • Consider ethical issues
  • Plan how to analyse, interpret and present data
  • Assemble materials needed to support evaluation
  • Run pilot studies
29
Q

Address practical issues

A
  • Who
  • What
  • Where
  • How
  • Any constraints
30
Q

Cognitive walkthrough

A
  • Will user know what to do?
  • Will users see how to do it?
  • Will users understand feedback?
31
Q

Some interface types

A
  • Command based
  • GUI
  • Virtual reality
  • Mobile
  • Speech
  • Touch
  • Haptic
  • Tangible
  • Wearable
32
Q

Benefits/Problems interaction design

A
  • Good - minimise mistakes with safety critical equipment
  • Speed up frequently performed operations
  • Bad - Interactive products error prone
  • Slow, inefficient interactions with product
33
Q

Use for Scenario

A
  • Establish requirements relating to activities and interactions
  • Used as prototyping tools
34
Q

Observing users benefits/disadvantages

A
  • Observation reveals what people actually do

- Actions may not explain why users do what they do

35
Q

Ask users benefits/disadvantages

A
  • Simplest way to find out about them

- Sometimes what they say isn’t what they mean

36
Q

User experience goals

A
  • Motivating
  • Helpful
  • Exciting
  • Enjoyable
37
Q

Digital divide

A
  • Gap between those with access and those without

- Lack of knowledge, lack of resources

38
Q

Conceptual model of interaction

A
  • Environment
  • Actions
  • Concepts/objects
  • UX goals
39
Q

MVP ( Minimum viable product)

A
  • Create product with minimum features for viable product
  • Allows faster release
  • Iteration and evaluation