quiz 2 Flashcards

1
Q

Parts of the design thinking model

A

Empathize, Define, Ideate, Prototype, Test

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

Affordance

A

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

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

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

A

Conceptual model

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

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

A

Mental model

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

Double diamond model

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

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

A

Empathize

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

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

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

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

A

Declarative and procedural

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

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Norman calls this distribution of knowledge

A

Allocation of functions (who does what)

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

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Design principle where activities cannot be interrupted

A

Lock in

17
Q

Design principle to prevent an activity

A

Lock out

18
Q

According to norman, every design decision constraints future decisions

A

True

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

A

Proximity

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
Q

Our visual system automatically tries to close figures that are open

A

Closure

26
Q

Our visual system parses complex scenes in a way that reduces their complexity by recognizing symmetries in the scene

A

Symmetry

27
Q

Our mind separates the visual field (background) and foreground

A

Figure/ground

28
Q

Objects that move together are perceived as grouped or related

A

Common fate

29
Q

According to johnson chap 2 we are hard wired to perceive structures and patterns

A

True

30
Q

UI design guidelines are like recipes and should be followed exactly as written

A

False

31
Q

What is habituation?

A

Repeated exposure to the same stimuli reduces our attention

32
Q

What stages in design thinking are scenarios most useful?

A

Define, ideate, test

33
Q

Johnson gives three design suggestions

A
  • Avoid ambiguity (Helps user perceive what designer wants)
  • Be consistent
  • Understand the user’s goal
34
Q

Scenarios are stories designers use to

A

Explore the problem space
Identify and evaluate product ideas
Suggest product design features
Evaluate product in development and production product design features

35
Q

3 different types of scenario based design

A

Problem scenarios
Envisioning scenarios
Evaluation scenarios

36
Q

What are design guidelines schneiderman/schneiderman and plaisant does johnson reference?

A

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
Q
A