Lesson 4 Flashcards

1
Q

is the practice of designing
interactive digital products and
environments.

A

Interaction design (IxD)

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2
Q

provides users with information about what action they have taken and the system’s response to it.

A

Feedback

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3
Q

example of feedback

A

Visual, Audio, Tactile

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4
Q

Button changes color after a click

A

Visual

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5
Q

Notification sounds after sending a message

A

Audio

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6
Q

Vibration when a key is pressed on a smartphone

A

Tactile

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7
Q

Reduces uncertainty, guides the user, and improves interaction flow by confirming successful actions

A

Feedback

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8
Q

ensures that similar actions and elements
behave in the same way across the system.

A

Consistency

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9
Q

Types of Consistency

A

Internal Consistency
External Consistency

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10
Q

Consistency within a product’s interface (e.g., button styles across
different screens).

A

Internal Consistency

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11
Q

Consistency with conventions users already know from other products (e.g., common placement of the navigation bar).

A

External Consistency

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12
Q

Consistent design reduces the learning curve and
increases predictability, making the product easier to use.

A

consistency

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13
Q

refers to the perceived or actual properties of an object that indicate how it should be used.

A

Affordances

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14
Q

Helps users understand how to interact with an element
at first glance without needing instructions.

A

Affordances

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15
Q

refers to making important information and interactive elements clear and easy to find.

A

Visibility

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16
Q

Good visibility minimizes cognitive load, allowing users
to quickly locate what they need to complete tasks (T or F)

A

T

17
Q

is the relationship between controls and their
effects in the real world.

A

Mapping

18
Q

Natural mapping reduces errors and makes interactions
more intuitive. (t or F)

A

T

19
Q

allows designers to test
ideas, gather feedback, and iterate
designs before finalizing them

A

Prototyping

20
Q

Types of Prototypes

A

Low-Fidelity Prototypes
High-Fidelity Prototypes

21
Q
  • Basic, rough representations of ideas, often created with paper or simple
    digital tools.
  • Focuses on the structure and flow rather than aesthetics or detailed
    interactions.
A

Low-Fidelity Prototypes

22
Q

Advantage of Low-Fidelity Prototypes

A
  • Quick to create and modify.
  • Cost-effective, encouraging exploration of multiple ideas.
  • Ideal for early-stage design feedback on structure and functionality.
23
Q

Limitations of Low-Fidelity Prototypes

A
  • Doesn’t accurately represent user interactions or final aesthetics.
24
Q

Advantage of High-Fidelity Prototypes

A
  • Allows for more realistic testing of interactions.
  • Useful for presenting to stakeholders.
  • Helps developers understand detailed design specifications.
24
Q
  • Detailed and interactive prototypes that closely resemble the final
    product in terms of functionality and appearance
  • Simulates most of the user interactions and design elements.
A

High-Fidelity Prototypes

25
Q

Limitation of High-Fidelity Prototypes

A
  • Time-consuming and resource-intensive.
  • Higher costs associated with creating detailed designs.
26
Q

_____ are ideal for the
initial conceptual phase, while ____ are better suited for later stages when the design is nearly finalized.

A

Low-fidelity prototypes, high-fidelity prototypes

27
Q

If the goal is to test basic ideas and flow, low fidelity prototypes are _____. For testing user interactions and UI
aesthetics, high-fidelity prototypes are more ___

A

sufficient, appropriate