quiz 2 Flashcards

1
Q

Parts of the design thinking model

A

Empathize, Define, Ideate, Prototype, Test

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2
Q

Affordance

A

the relationship between the properties of the user and the capabilities of the artifact (backwards teapot)

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3
Q

What explains how an artifact works and is understood by developers and designers?

A

Conceptual model

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4
Q

What explains how a user perceives how an artifact or system should work and is often inaccurate?

A

Mental model

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5
Q

Double diamond model

A

Divergence and convergence
Finding the right problem and finding the right solution

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6
Q

Personas are a method most appropriate and useful in which stage of the design thinking model?

A

Empathize

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7
Q

A persona is typically developed using a single, real person as a model where this person represents a target user of your design

A

False

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8
Q

In chapter 2 of norman, he describes two knowledge gaps users must overcome to use a technology effectively

A

Gulf of execution/Gulf of evaluation

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9
Q

Affinity diagrams are a method of brainstorming that help designers generate and organize ideas, information, and observations to identify patterns and insights. They are most often used in which phase of design thinking?

A

Define/Ideate

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10
Q

The two basic types of knowledge knowing that (fact) and knowing how (steps) are called

A

Declarative and procedural

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11
Q

Short term memory is the human’s capacity to store a small amount of information in the mind for a short period of time, therefore as designers we should be mindful of how much info we present to the user

A

True

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12
Q

When designing an activity what is it important to know?

A

What does the user do
What do other people do
What does tech do
What does the documentation or other knowledge resources do

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13
Q

Norman calls this distribution of knowledge

A

Allocation of functions (who does what)

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14
Q

Small amounts of data can be made easier for a user to scan if they are structured, broken apart groups of data are called…

A

Chunks

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15
Q

Norman’s principle where activities are constrained to a particular sequence is called

A

Interlock (User can’t move forward until you have all appropriate info)
Type of constraint

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16
Q

Design principle where activities cannot be interrupted

17
Q

Design principle to prevent an activity

18
Q

According to norman, every design decision constraints future decisions

19
Q

Norman’s 4 types of constraints are

A

Physical (legos, auto parts)
Cultural (conventions, standards, internationalization)
Semantic (situated actions, traffic lights, UI widgets)
Logical (what makes sense for the situation, mappings)

20
Q

Designer constraints are

A

What’s possible

21
Q

User constraints

A

What people can do, what is afforded by tech

22
Q

Objects near each other appear grouped

23
Q

Objects that look similar appear grouped

A

Similarity

24
Q

Our visual perception is biased to perceive continuous forms rather than disconnected segments

A

Continuity

25
Our visual system automatically tries to close figures that are open
Closure
26
Our visual system parses complex scenes in a way that reduces their complexity by recognizing symmetries in the scene
Symmetry
27
Our mind separates the visual field (background) and foreground
Figure/ground
28
Objects that move together are perceived as grouped or related
Common fate
29
According to johnson chap 2 we are hard wired to perceive structures and patterns
True
30
UI design guidelines are like recipes and should be followed exactly as written
False
31
What is habituation?
Repeated exposure to the same stimuli reduces our attention
32
What stages in design thinking are scenarios most useful?
Define, ideate, test
33
Johnson gives three design suggestions
- Avoid ambiguity (Helps user perceive what designer wants) - Be consistent - Understand the user’s goal
34
Scenarios are stories designers use to
Explore the problem space Identify and evaluate product ideas Suggest product design features Evaluate product in development and production product design features
35
3 different types of scenario based design
Problem scenarios Envisioning scenarios Evaluation scenarios
36
What are design guidelines schneiderman/schneiderman and plaisant does johnson reference?
Consistency Universal usability Informative feedback Closure Prevent errors Easy reversal of actions Make users feel they're in control Minimize short term memory load
37