Section 2- Interaction Design Basics Flashcards

1
Q

Define Motion

A
  • The way products behave in response to the way that people behave
  • Triggers for actions
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2
Q

Define Space

A

Two or three dimensional within physical, digital, and analog realms

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3
Q

Define Time

A
  • The duration of motions and actions.

* All interactions take place over time

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4
Q

Define Appearance

A
  • How something looks or behaves.
  • Is known as an affordance, or referenced by central and/or cultural perceptions
  • Proportion, structure, size, shape, weight, and color
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5
Q

Define Texture

A
  • How an object feels
  • Has several affordances (solid, flimsy, fragile, durable)
  • Vibrations and Heat
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6
Q

Define Sound

A
  • Any audio element in space
  • Pitch
  • Volume
  • Timbre or tone
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7
Q

Name the Laws of Interaction Design

A
  • Moore’s Law *Hick’s Law

* Fitt’s Law *Testler’s Law of Conservation & Complexity

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8
Q

Define Moore’s Law by Gorden Moore - Cofounder of Intel 1965

A

States that every 2 years the number of transistors on integrated circuits will double

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9
Q

Define Fitts’ Law:

A

States that the time it takes to move from a starting position to a final target is determined by the distance to the target and size of the target

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10
Q

Define Hick’s Law:

A

States the time it takes for users to make decisions is determined by the number of possible choices they have

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11
Q

Define Testlers’ Law of Conservation and Complexity

A

States that some complexity is inherent to every process… a point is reached to where a process cannot be simplified any further

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12
Q

What is another name for the Poka-Yoke Principle and what does it mean?

A
  • Known as “Mistake Proofing” or “Idiot Proofing”
  • Avoiding inadvertent errors

EX: computer components only fitting into specific slots

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13
Q

Describe the difference between Direct Manipulation and Indirect Manipulation

A

Direct - Selecting a digital object with haptic device, we can perform a motion/action to do it

Indirect - Process of manipulation of an object via commands or other means that is not a part of the digital object itself

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14
Q

What is Feedback and Feedforward?

A

Feedback - Indication that something happened

Feedforward - Knowing what will happen before you perform an action

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15
Q

What are the Characteristics of Interaction Design?

A
  • Trust worthiness ( how users see the product or service)
  • Appropriateness ( need of product or service relation to cultural,situational,and context of users)
  • Smart ( level of intelligence of the project or service)
  • Responsiveness ( how products/services respond to user inputs/commands)
  • Clever ( Products/Services predict the needs of users and fulfill unexpectedly)
  • Ludic ( how product/services facilitates play among users to increase engagement)
  • Pleasurable ( how aesthetically and functionally pleasing a product/service is to users)
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16
Q

What are the Elements of ID?

A
  • Motion *Appearace
  • Space *Texture
  • Time *Sound