Test Flashcards
As Designers…
we cannot work on the elements separately, we must
work as a whole.. (Based on Gestalt theory)
Cognitive patterns in design perception
We talk about 4 basic elements:
-Classical conditioning (Pavlov)
-Operant Conditioning (Skinner)
-Psychology of perception
-Cognitive neuroscience
Classical conditioning (Pavlov)
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.
Cognitive neuroscience
Investigate how the human brain perceives the different
elements of communication. It presents audiovisual stimuli and analyzes the brain activity of the viewers.
Operant Conditioning (Skinner)→
When I give a positive reward to the user, the
user repeats the action.(Action → Reward)
Psychology of perception→
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)
Research: Methods, techniques and tools
● 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:
IxD (interaction design)
→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
PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
1.Visibility:
2.Affordances:
3.Significants or signifiers:
4.Mapping:
5.Feedback:
6.Conceptual models:
7.Constrictions:
8.Consistency:
DESIGN RULES (According to Don Norman)
- Deliver rich, complex and natural signals
- Be predictable
- Offer a conceptual model
- Make the result understandable.
- Offer continuous awareness that does not disturb.
- Use natural correspondences so that the interaction is effective and understandable.
concept of “Second Screen”
Use of a second
screen in relation to the content of the first screen (1st is the television).
“Types of second screen”:
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.
Audiovisual Revolutions in Spain
-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:
2010 → Analog blackout:
we went from transmitting television analogically to digitally (DTT:
digital terrestrial television) → Space is gained in the radio spectrum to transmit more
channels.
DOUBLE REVOLUTION
- 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.
TV CONNECTED.
There are 2 connected television models:
-1.Smart TV
-2.HBBTV (Hybrid Broadcast Broadband TV)
Types of screens:
● 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.
BASIC CONCEPTS YOU NEED TO KNOW ABOUT SCREENS: GUI
GUI=Graphic User Interface → Refers to the visual representation with which
users interact to, for example, use a computer program.
8 GOLDEN RULES OF INTERFACE DESIGN (Ben Sheiderman)
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.
Strategies in interaction design
● 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
PRINCIPLES OF INTERACTION DESIGN (According to Don Norman):
1.Visibility
Essential SEE all interactive element options
PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
2.Affordances:
Attributes of an object that allow you to know HOW TO USE IT
PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
3.Significants/signifiers:
Indicators that communicate how to carry out
interactions.
PRINCIPLES OF INTERACTION DESIGN (According to Don Norman)
4.Mapping:
Refers to a clear relationship between CONTROLS and EFFECTS.