Lecture 7 Flashcards

1
Q

What are interaction design principles for?

A

They provide a general guidance

  • Universally applicable
  • High-level
  • Often derived from theoretical foundations, e.g. cognitive psychology
  • Or based on aspirations e.g. regarding inclusion or sustainability
  • Need interpretation and often expertise to apply effectively

e.g. Be consistent

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

What are guidelines, give 3 advantages and 2 disadvantages?

A

Specific applications of principles to particular situations, or accepted ‘rules of thumb’

e.g. Provide an escape to a known place on every screen

Advantages:

  • Consistency (same look and feel across all applications)
  • Learning (basic commands, icons are familiar)
  • Development (ready made building blocks and design guidelines)

Disadvantages:

  • Lack of portability
  • Can constrain design possibilities and creativity
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Where do principles and guidelines come from?

A
  • Informed by cognitive psychology
  • Results of empirical study
  • Based on experience and common sense
  • Constructed by organisations to project and identity
  • Some are aspirational
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

As design becomes more detailed, what must it add?

A
  • Decisions about functionality
  • Detailed form of devices
  • Sequence of actions (designing the interaction)
  • How the actions including navigation are triggered (input)
  • Visual design: detailed layout, labelling and structure
  • Feedback
  • Responses to errors
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

What types of things should you think about when designing interactions?

A

Identify all relationships/dependencies between activities:

  • Which items need to be completed before others
  • Choices that are mutually exclusive
How well did you know this?
1
Not at all
2
3
4
5
Perfectly