Test Flashcards

1
Q

As Designers…

A

we cannot work on the elements separately, we must
work as a whole.. (Based on Gestalt theory)

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2
Q

Cognitive patterns in design perception
We talk about 4 basic elements:

A

-Classical conditioning (Pavlov)
-Operant Conditioning (Skinner)
-Psychology of perception
-Cognitive neuroscience

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3
Q

Classical conditioning (Pavlov)

A

It is achieved by teaching the user that if I take out an
element “x” you will act according to how I have taught you.

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4
Q

Cognitive neuroscience

A

Investigate how the human brain perceives the different
elements of communication. It presents audiovisual stimuli and analyzes the brain activity of the viewers.

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5
Q

Operant Conditioning (Skinner)→

A

When I give a positive reward to the user, the
user repeats the action.(Action → Reward)

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6
Q

Psychology of perception→

A

Works to obtain perceptual patterns of people’s
different senses (taste, hearing, smell,…) with the aim of giving rules of
perception to the creators of communicative messages.(Gestalt Theory:Current of the psychology)

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7
Q

Research: Methods, techniques and tools

A

OBJECTIVE: Discover what you want to do and how
PREVIOUS LITERATURE: Find what is known about the topic
EXPERIMENTAL DESIGN: Tests of different hypotheses
EXECUTION: do a lot of studies on the final project until it is perfect for the client
ANALYSIS AND CONCLUSIONS:

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8
Q

IxD (interaction design)

A

→Its objective is to study, plan and apply points of interactivity
in digital and physical systems. You want to seek optimization in the relationship between
user and product

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9
Q

PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)

A

1.Visibility:
2.Affordances:
3.Significants or signifiers:
4.Mapping:
5.Feedback:
6.Conceptual models:
7.Constrictions:
8.Consistency:

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10
Q

DESIGN RULES (According to Don Norman)

A
  1. Deliver rich, complex and natural signals
  2. Be predictable
  3. Offer a conceptual model
  4. Make the result understandable.
  5. Offer continuous awareness that does not disturb.
  6. Use natural correspondences so that the interaction is effective and understandable.
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11
Q

concept of “Second Screen”

A

Use of a second
screen in relation to the content of the first screen (1st is the television).

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12
Q

“Types of second screen”:

A

Second Screen:Simultaneous to the broadcast. They usually use audio, voice, and
geolocation recognition. Ex: Atresmedia Conecta.
- Companion app: Not necessarily simultaneously. Also non-simultaneous content.

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13
Q

Audiovisual Revolutions in Spain

A

-1956 → TVE
-Of1943 to1981 → NO-DO (documentary newsreel): Francoist propaganda
-Of1969 to1978 → From the first color emissions tests to all color emissions.
-1990 → Private television stations begin to broadcast.
-2010 → Analog blackout:

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14
Q

2010 → Analog blackout:

A

we went from transmitting television analogically to digitally (DTT:
digital terrestrial television) → Space is gained in the radio spectrum to transmit more
channels.

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15
Q

DOUBLE REVOLUTION

A
  • screen revolution: practically everyone carries a screen in their pocket, which leads to a
    revolution of lack of standardization in screens (differences in sizes, formats, proportions…)
  • internet revolution: We all
    have access to the internet at all times.
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16
Q

TV CONNECTED.
There are 2 connected television models:

A

-1.Smart TV
-2.HBBTV (Hybrid Broadcast Broadband TV)

17
Q

Types of screens:

A

● Resistive:
○ They resist the weather
○ Economic
○ Thick
○ Generate interaction through a physical system.

● Capacitive:
○ They work sweat from your fingers
○ more expensive
○ Higher quality
○ multi-touch,

● Haptics:
○ They basically return a tactile response to the user who touches them usualy through vibration.

● SAW screens(Surface Acoustic Wave)
○ fast
○ Durable
○ Sensitive
○ Visually, they are clear: good visual quality.
○ Against:They do not accept contact with liquids,

● Infrared LED
○ It has very good image quality
○ Allows you to make huge screens
○ Against:When you touch it it doesn’t always work well.

18
Q

BASIC CONCEPTS YOU NEED TO KNOW ABOUT SCREENS: GUI

A

GUI=Graphic User Interface → Refers to the visual representation with which
users interact to, for example, use a computer program.

19
Q

8 GOLDEN RULES OF INTERFACE DESIGN (Ben Sheiderman)

A

1.Strive for consistency: knowing that something is coherent or not is very subjective. When something is incoherent, the user does not use it and looks for
alternatives.

2.Universal Usability Search: Regardless of the user characteristics, the design can be used and regardless of the system and hardware with which one is working, it is universal.

3.Informative feedback sample:When you are designing any element, if the user interacts with it, there must be information.

4.Dialogues for closing action: Every time you end the interaction, the user
must be informed of this end. Ex: “Purchase Made”.

5.Error prevention:Where it is seen that the user tends to make errors, we try to prevent future errors. (Ex: Are you sure you want to delete this file?)

6.Easy stock reversal:Ex. Ctrl + Z,remove units from the shopping cart.

7.Maintenance of control by users: It is important that the user feels that they have control. How do you know this? → Testing.

8.Reduced short-term memory load: That the user does not have to constantly remember information.

20
Q

Strategies in interaction design

A

● Personas: refers to the imaginary person you address when you make the design.
● Ideation & Brainstorming: list of ideas
● Design thinking: generating a creative process that is interactive, not linear, but in
parallel.
● Prototyping: making prototypes of things you are designing

21
Q

PRINCIPLES OF INTERACTION DESIGN (According to Don Norman):
1.Visibility

A

Essential SEE all interactive element options

22
Q

PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
2.Affordances:

A

Attributes of an object that allow you to know HOW TO USE IT

23
Q

PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
3.Significants/signifiers:

A

Indicators that communicate how to carry out
interactions.

24
Q

PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
4.Mapping:

A

Refers to a clear relationship between CONTROLS and EFFECTS.

25
Q

PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
5.Feedback:

A

Every ACTION needs a REACTION. FEEDBACK is essential. It can
be given with different stimuli: Sound, Movement, Vibration, etc.

26
Q

PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
6.Conceptual models:

A

Highly simplified explanations of how something works.

27
Q

PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
7.Constrictions:

A

Limit the range of possible interaction to SIMPLIFY the
interface.

28
Q

PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
8.Consistency:

A

Consistency throughout the project. To achieve similar results, the
interactive elements are similar.

29
Q

Smart TV

A

In terms of hardware, it is like a television, but its software (own OS),
which connected to the Internet, offers me applications including the television
channels themselves, traditional media, or a
application
-There is no limitation of radio space, which offers a proactive means to develop
interactivities.

30
Q

HBBTV→ Hybrid Broadcast Broadband TV

A

**TV model **associated with hbbtv.org that uses broadcast (radioelectric spectrum) so that the
TV reaches my house linearly. And also makes available through the Internet extra content (nonlinear
television for example).

31
Q

User in interactive narrative

A

When I develop interactive narratives, I work with the user at the center of my project.
Additionally, the content I am creating must adapt to the different media available.

32
Q

Two questions to create interactive narratives:

A
  • What are the user’s technical capabilities?
  • What are your technical resources? (If you have a device that can process what is going
    to be developed, etc.).
33
Q

The interactive television market is double:

A
  • open in the case of Smart TV
    -closed in
    the case of HBBTV.
34
Q

SCREEN FORMATS
We live in a context of lack of standardization in the format of screens.

There are two options to not lose information:

A

-Letter box: Horizontal black margins that were placed on square televisions (4:3) so
as not to lose information.

-Pillar box: Vertical black margins that are placed on rectangular televisions (16:9) to avoid losing content information made for 4:3.

35
Q

TECHNICAL INTERACTION OPTIONS:

A

-Tactile
-Haptic screen
-Motion recognition
-Facial recognition
-Image recognition
-Voice: (speech to text)
-Device movement
-Biometrics

36
Q

Intertextuality

A

Relationship of direct or indirect presence, consciously or unconsciously, of one text in another.

37
Q

SDK

A

SDK - Software development kit:
It is a development toolkit that the company makes available to any developer. It includes programs that you install on your computer and are used to program your application.

38
Q

Design Guides

A

Each operating system owner has
their own design guidelines. These design guides are what must be taken
into account when creating applications in different companies.
Ex: Apple: Human Interfaces Guidelines

39
Q

Gestalt principles or laws:

A
  1. Similarity
  2. Proximity:
  3. Continuity:
  4. Closure:
  5. Symmetry or balance:
  6. Common destiny:
  7. Invariance:
  8. Figure and background:
  9. Past experience: