Lesson 3.2 Flashcards

1
Q

Probably the most important design technique ______

A

sketching

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2
Q

Another useful tool for early design is _______, which take your task analysis and turn it into stories.

A

scenarios

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3
Q

_________ are a concrete, realistic story that sets up a situation involving a user with a goal to satisfy, and then follows the user through the tasks they do to satisfy that goal.

A

scenarios

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4
Q

__________ is the task-analysis equivalent of a persona, as a fictitious, concrete example of an abstract task.

A

scenarios

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5
Q

___________ is a sequence of sketches showing what a design looks like at key points in the scenario.

A

storyboard

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6
Q

While you explore the design space with sketching, scenarios, and storyboards, you should be using the information you collected in user/task/domain analysis. Scenarios help you check how important tasks are handled by your designs. You should also think about what aspects of usability are important, given what you’ve learned about the user classes and the tasks. Are the users mostly computer novices? Then learnability might matter the most. Will the user only occasionally do this task? If so, then memorability may be key. Is the task hard to perform correctly, with many preconditions or exceptions? If so, then maybe error prevention and recovery matter the most. Information about the domain is also a big help. If the interface has to display a list, it helps to know how many items may typically be found in that list, so you can size it correctly. Interfaces that make sense for a few items (like a set of radio buttons) don’t make sense for a hundred. When data collections become large, you also need to help the user with new features like sorting, filtering, and searching. In some of the patterns we’ll look at next, size is an important parameter.

A

Using Information from Analysis

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