Midterm Review Flashcards

1
Q

HCD

A

Human Centred Design; focused on designing for human needs, limitations and contexts in mind

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2
Q

HCI

A

Human Computer Interaction; optimizing the way humans interact with systems

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3
Q

Norman Doors

A

Doors with misleading design, causing users to push/pull incorrectly

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4
Q

Good design involves ____ and ____

A

discoverability; understanding

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5
Q

What decade did HCD become a concern?

A

1980s

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6
Q

4 Principles of HCD

A

People-centred
Find the right design problems
Systemic approach
Small and simple interventions

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7
Q

HCD and HCI together are ____

A

interaction design

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8
Q

What is interaction design?

A

Designing interactive products to support the way people communicate and interact in their everyday and working lives

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9
Q

Mental Models

A

Internal representation/cognitive frameworks

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10
Q

What happens if Mental Models don’t align with reality?

A

People become confused, frustrated, angry, find workarounds and give up using things

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11
Q

What are New Concepts?

A

They establish new ways of interacting with things

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12
Q

Metaphors

A

Help people access existing mental models and use them when interacting with things based on new concepts; desktop

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13
Q

Library Search Terminal

A

Search for and retrieve relevant indexed information resources

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14
Q

Gulf of Execution

A

Revisit mental models
Figure out how a device/interface operates
Act

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15
Q

Gulf of Evaluation

A

Assess system feedback and communication
Compare actual outcomes with expected
Assess next steps

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16
Q

FeedForward

A

Information that helps users execute actions

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17
Q

FeedBack

A

Information that helps users evaluate actions

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18
Q

7 Fundamental Principles of Interaction Design

A

Affordances- what users allowed to do
Constraints- opportunities and limitations for users
Discoverability/Visibility- clear signs and cues to show what user can do
Signifiers- communicate what actions possible and where
Mappings- establish what navigation systems are allowed
Feedback- communicates the outcomes of user’s actions
Conceptual Model- a high-level description of how a system is organized/operates

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19
Q

Conceptualizing Interaction

A

“Translate” human-interactions into design concepts

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20
Q

4 Key Components of a Conceptual Model

A
  1. Metaphors and Analogies
  2. Task Domain Objects (eg. Home button on iPhone)
  3. Relationship between Task Domain Objects
  4. The Mappings between concepts
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21
Q

5 Types of Interaction

A

Instruct, Converse, Manipulate, Explore, Respond

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22
Q

Design Thinking

A

Methodology used by designers to solve complex problems, and find desirable solutions for clients

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23
Q

5 Steps of Design Thinking Process

A

empathize, define, ideate, prototype, test

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24
Q

Empathize stage

A

Identify users and understand their goals, achieved through exploratory research, make sense of data through mental models, divergent thinking

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25
Q

Define

A

Synthesize insights, define the problem, create a problem statement

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26
Q

Ideate

A

Exploring ideas to solve the problem, brainstorming

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27
Q

Approaches in Ideate

A

Storyboard, brainstorm, user-flow

28
Q

Information Architecture

A

Focus on navigation, labelling, structuring content for efficient user-interaction

29
Q

6 Gestalt Laws

A
  1. Similarity
  2. Continuity
  3. Proximity
  4. Closure
  5. Common Region
  6. Good Figure
30
Q

Different Accessibility Concerns (5)

A

Colour-contrast, Text Readability, Keyboard Navigation, Screen-Reader Capability, Alternative Input Methods

31
Q

ARIA

A

Accessible Rich Internet Applications

32
Q

WCAG

A

Web Content Accessibility Guidelines

33
Q

Directly vs Indirectly Exploratory Research

A

Directly- Observations, interviews, surveys
Indirectly- Product reviews, social media posts, secondary data

34
Q

Problems with Design Thinking

A

Laundry list of what should be involved, a feeling that most devices/interfaces look the same

35
Q

Mental Model versus User’s Journey

A

Mental Model: How user imagines the interaction (expectation)
User Journey: frequent tasks, problems and workarounds (reality)

36
Q

What is an Empathy Map?

A

A chart based on 4 labels about users: says, thinks, feels, does.
Should include insights like what users want to know, notes about mismatched mental modes, benefits of product, pain points

37
Q

What is an Experience Map?

A

Understand a specific experience from the user’s perspective, like pregnancy
Highlights the phases that users go through

38
Q

User Journey: Tasks

A

Should be representative
Will likely have a set of sub-tasks
Frequency, importance and/or experience-based

39
Q

User Journey: Scenario

A

Immediate context in which interactions happen
Based on a frequent problem, user’s goals and representative task

40
Q

User Journey: Expectations

A

Based on user’s mental models
User’s expectations on how interactions should happen (e.g., features, actions and feedback)

41
Q

User Journey: Phases

A

Represents the steps and actions required to complete tasks.
Highlights the features utilized, the problems encountered, and the workarounds implemented to address these problems

42
Q

User Journey: Insights

A

An analysis of your user’s interactions
Based on gaps between mental models and experiences with your technology
Preliminary assumptions for why users encounter problems and possible ways of solving these problems

43
Q

Affinity Diagram

A

Aims to identify recurring problems, needs, and goals as perceived by multiple stakeholders, including designers, developers, researchers, and product managers

44
Q

Scenario-based Design

A

Maps interactions and events throughout a typical day, identifying when users allocate time to complete tasks using the technology

45
Q

What does Scenario-based Design aim to do?

A

Aims to highlight problem-solving, decision-making, workarounds, and situations that trigger the user to engage with the technology

46
Q

Jobs-To-Be-Done Framework

A

Focuses on task analysis by detailing the actions users take while completing tasks.
Describes a sequence of steps (i.e., processes) commonly observed when users interact with a specific technology.

47
Q

What are Personas?

A

Recurring characteristics, expectations, how you will solve the problems, other relevant info

48
Q

Ideation Goals

A

Expand your design goals into list of features, functionalities and layout changes.

49
Q

Approaches to Ideation

A

Brainstorming, Storyboarding, User Flow/Flowcharts

50
Q

Interfaces are categorized based on:

A

Function- intelligent/adaptive
Input/Output- touch/voice/gesture
Interaction- command-based, GUIs, multimedia

51
Q

Guidelines for Interface Design (3)

A
  1. Information Architecture
  2. Gestalt Laws
  3. Interface Design Manuals
52
Q

Structural Approaches (3)

A
  • Hierarchy (Top-down): Information is structured in levels, from broad to specific.
  • Database (Bottom-up): Information is organized based on user queries and relationships.
  • Hypertext (Nonlinear): Information is interconnected through links, allowing flexible navigation.
53
Q

IA Labelling

A

Utilizes index-terms such as keywords, tags and headings to support efficient searching

54
Q

IA Navigation

A

Helps users understand their current location and available options within an interface

55
Q

Interface Design Manuals

A

IBMs Carbon Design
Apple’s Human Interface Guidelines
Google’s Material Design

56
Q

4 Frequent Design Issues

A

Confusing Interaction Design, Inconsistent Input Patterns, Cumbersome & Sluggish Controls, Cognitive Load & Frustration

57
Q

6 Key Components of a Usability Test Protocol

A

Objectives and research questions, participant criteria, usability test format, task(s), metrics to collect, post-test evaluation

58
Q

What do metrics measure?

A

Effectiveness, efficiency,
satisfaction, engagement and learnability.

59
Q

Popular Metrics in Usability Testing

A

Task success rate, time on task, error rate, completion rate, user satisfaction ratings

60
Q

What are the 6 dimensions of a NASA-TLX survey?

A

Mental demand, physical demand, temporal demand, performance, effort, frustration

61
Q

Formative evaluation

A

Conducted throughout the development process to refine prototypes.

62
Q

Summative evaluation

A

Conducted post-launch to assess real-world usability and performance.

63
Q

What are the 3 study design types for experiments?

A

Within-participants, between-participants, or matched participants

64
Q

Within-participant testing

A

Participants experience all conditions (e.g. testing two different UI layouts with the same users.)

65
Q

Between-participant testing

A

Different groups experience different conditions.

66
Q

Matched participants testing

A

Participants are paired based on characteristics (e.g., expertise, gender).

67
Q

What is A/B Testing?

A

A between-participants experiment where users are randomly assigned to different product versions.