Lecture 10 Flashcards

1
Q

What are Piaget’s four stages of developmental theory?

A

1) Sensori-motor (0-2 yrs)
2) Pre-Operational (2-7 yrs)
3) Concrete Operational (7-11 yrs)
4) Formal Operational (11+ yrs)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What is the Sensori-motor phase? (4 points) and how do they use tech?

A
  • Knowledge of the world is limited by sensory perceptions and motor activities
  • Simple motor responses
  • Looking, grasping, sucking
  • Key learning: “Object permanence”
  • How they use tech:
    Cannot use a mouse
    Attracted by audio, video and animation
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

What is the Pre-operational phase? (5 points) and how do they use tech?

A
  • Main language development
  • Can’t understand logic, cannot manipulate (much) information
  • Difficulty to take the point of view of other people
  • Increased play and pretending
  • Conservation
  • How they use tech
    1) Brief attention span
    2) Hold one thing in memory at a time
    3) Difficulty with abstractions
    4) Pre-literate but likes play
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

What is the Concrete Operational phase? (3 points)

A
  • Better understanding of mental operations
  • Begin thinking logically about concrete events, but have difficulty understanding abstract or hypothetical concepts
  • Inductive logic but not deductive logic
  • How they use tech?
    Starting to be able to group like items and categorise but be careful about groupings in interface
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

What is the Formal Operational phase? (2 points)

A
  • Develop the ability to think about abstract concepts
  • Develop skills such as logical thought, deductive reasoning, and systematic planning
  • How they use tech?
    Thinking is generally similar to that of adults but skills still developing so may have problems following processes or need help with reasoning.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

What are 6 design guidelines for children?

A

1) Use appropriate language (no adult jargon)
2) Use good colour contrast, no tiny fonts, bigger buttons, point and click vs. drag and drop
3) Beware of information overload and confusion
4) May use metaphors or stories but be careful
5) Avoid scrolling if possible
6) Make it fun and entertaining - animation and sound

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

How would you recruit children for user testing? (4 points)

A
  • Depending on target age range you could consider nurseries schools, parent support groups etc.
  • Need to get consent from guardian
  • Need DBS check
  • Send plenty of material ahead of time for guardian
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

How would you plan and facilitate a user testing session with children? (6 points)

A

Make them feel at ease

  • May have to be at home
  • More informal settings
  • If in lab, arrange furniture so that children are not directly facing the video camera and/or one-way mirror

Timetable a session of max 1 hr (30 min for pre-schoolers), with plenty of breaks, and integrate play

If a parent will be present in the room, explain to the parent to minimise interaction with the children

  • Need to be clear and directive
  • Think about how you need to adapt materials e.g. questionnaires to gather background information
  • May have to take some answers with a grain of salt
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

What is “culture”?

A

A set of shared attitudes, values, goals, conventions and practices, social forms, and material traits of a group or organisation which create patterns of meaning.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

How has globalisation effected design? (3 points)

A
  • Information and tech advances are easily spread across the globe, creating new business opportunities in the form of global markets.
  • Geographical boundaries meaningless in the modern world
  • Designers are educated in the same way globally.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

What are two ways to design for a global market?

A

Internationalisation is the process of designing and developing, or re-engineering an application, so that it can be adapted to various locales without software engineering changes (basically the content such as language is swapped for each locale)

Localisation refers to the process of adapting to a culture of an internationalised product by translation and cultural adaption.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

What 6 issues could arise with localisation?

A

Text: “correctness”, jargon, non-existent words, character sets, product names, amount of space needed

Number: date and time formats (think UK and US)

Images: meaning and acceptability

Symbols and colours: meaning

Flow: left and right and vs versa, top to bottom

Functionality: Fundamental failures to understand the target users and their practices.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

What Geert Hofstede’s 6 Cultural Dimensions?

A

1) Power Distance
2) Individualism vs Collectivism
3) Masculinity vs Femininity
4) Uncertainty Avoidance
5) Long-term orientation
6) Indulgence vs restraint

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

What are some criticisms of Geert Hofstede’s Cultural Dimensions? (4 points)

A
  • IBM employees are not representative of any national culture
  • The factors are not stable. Cultures change over time and even IBM is not the company it was in 1972 when the study was conducted
  • The survey was biased because the questions were developed and tested in Europe and the US and administered in English
  • Nations are not the ideal cultural unit as they often include a mixture of ethnicities and considerable sub-cultures.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly