Topic 7 Flashcards

1
Q

User, task, environment

A
  • Who are the users, who are we designing for
  • What’s the task? What is the design brief?
  • What environment or environments will the product be used in or applied to
  • Deep understanding and emphasize
  • The process is iterative => led by the user and developed through user-centered evaluation
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2
Q

Iterative process (cycle)

A
  • Research → user, task, environment, context studies, focus groups, user goals, competitors
  • Concept → come up with ideas, concept models, usage scenarios, and paper prototypes
  • Design → process flows, interactive prototypes, usability testing, functional specifications, product structure diagram
  • Implementation → usability testing, expert evaluation, accessibility evaluation
  • Launch → usability testing, expert evaluation, accessibility evaluation, focus groups, competitor comparison
  • Goal: The final solution must address the whole user experience
    → fully emphasize the problem and find a solution that “solves” all parts of the problem, not just in us
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3
Q

Iterative process

A

Understanding what one is designing through creating it
→ design & development

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4
Q

Usability

A

= ease of use and learnability of the product

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5
Q

Usability experiences

A
  • Usefulness → ease of understanding and learning
  • Effectiveness → ease of use, quantitatively measured by speed of performance
  • Learnability → how easy it is to understand and learn
  • Attitude (likeability) → user’s perceptions, feelings, and opinions of the product
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6
Q

User group and activities

A
  • Combination of qualitative and quantitative approaches
  • Users → the client
  • Activities
  • Social & cultural context
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7
Q

Benefits of enhanced usability

A
  • Product Acceptance → It does what it says it will do
  • User Experience → Responses and perceptions of the users as they use the product
  • Productivity → Allows the user to be efficient with their time and resources & easy to understand
  • Decreased user error → reduced with simpler interfaces and controls
  • Training and support needed → If a product has a more intuitive user interface & simpler controls there is less need for training and support
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8
Q

Characteristics of good user-product interfaces

A
  • Good organization → Users must be able to intuitively and remember easily or else it becomes a memory burden
  • Important characteristics to consider → simplicity, ease of use, intuitive logic, organization, low memory burden, visibility, feedback, affordance
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9
Q

Memory burden products

A

Poor organization causes this and it also leads to the user not using full functionality of product & focusing on a limited set

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10
Q

Feedback

A

= provision of information
- Product telling you it has achieved what you want or is doing it
- Related to receptors
- E.g. elevators → when you press a button it either makes a sound or lights up

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11
Q

Usability experiences

A
  • usefulness
  • likeability
  • productivity
  • effectiveness
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12
Q

Population stereotypes

A

Different cultural stereotypes → e.g. colour symbolizations, light buttons

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13
Q

Mapping

A

Relates to the correspondence between the layout of the control and their required action
- E.g. the layout of the controls on a cooker hob

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14
Q

Constraints

A

Limits the way that a product can be used
- E.g. inserting a USB in the wrong way

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15
Q

User population

A
  • Population = the group expected to make use of or use an item/product
  • User population = the range of users for the product
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16
Q

Classification of user

A
  • Classified into groups depending on age, gender, and physical condition
  • Physical conditions might include; children, elderly, blindness, hearing, reduced sense of feeling, Parkinson’s disease, partial paralysis, arthritis
  • Users can also be classified into groups by their interests, habits, nuances, emotional responses to specific stimuli, etc.
17
Q

Personae, Secondary personae, and Anti personae

A
  • Personae = Primary people whose needs must be satisfied
  • Secondary personae = Not the primary target audience (last people to buy your product) but still considered & needs must be met
  • Anti personae = Those for whom the product is not designed
18
Q

Why are personae created?

A

Understand the customer
Identify which group of customers needs to be valued
Improve the quality of products and services

19
Q

Use case

A
  • How the user will interact with the product and its functionality
  • How can it be used in different ways for different functions
20
Q

Scenario (user story)

A
  • usually storyboards are used
  • An imagined sequence of events in the daily life of a personae based on assumptions by researchers and designers
  • How the personae will interact with the system
  • Tells the designers; When users will interact with the system, why users will interact with the system, what users wish to achieve through interaction with the system
21
Q

primary research

A
  • collection and analysis of original info specifically for the product or market
  • E.g. user trial, user research, field trials, product analysis, observation
22
Q

Qualitative and quantitative research

A

= measuring sets of variables or quantities and their relationship to one another
- Qualitative = subjective material (words and images); concerned with how and why people behave
- Quantitative = objective data (numbers and logic) - measurable; concerned with the who, what, where, when

23
Q

Field research

A

Are the products really that good? Who’s actualy buying the products?
- Best option is going to field and observing customers or people in retail store, etc.
- Field research is good when redesigning → customers might be frustrated with something & they can just go and see for themselves
- Disadvantage = the cost – very expensive

24
Q

Method of extremes

A

= defining the range of a user population
- Samples are selected to define the extremes of the user populations
5th, 50th, 95th percentile → if you pick the right one 95% of people will be able to use the product

25
Q

Observation

A

= user trial
- Observation of people using a product and collecting their feedback and thoughts
- User trials are often quantitative data
- Advantages: cheap, users might carry out tests in unexpected ways (bring in perspective), gives feedback
- Disadvantages: number of products need to be produced to be tested, interpretation of data might be difficult, trials may give contradictory results, may delay product going into market

26
Q

Focus groups & Interviews

A
  • FG: Used for testing products to get user responses and obtain ideas on preferences
  • Int: Useful in creating design brief & figuring out target audience
27
Q

Affinity diagramming

A

= graphic tool designed to help organize loose, unstructured ideas generated in brainstorming or problem-solving meetings
1. Identify a general theme
2. Collect facts, opinions, and ideas
3. Enter data in a common format → sticky walls, cards on a table (ideas should be able to be moved around)
4. Identify the groups/clusters → target audience
5. Cluster the data/info pieces
6. Repeat steps 4 and 5 for super groups/clusters
7. Present the result → an organized set of facts, opinions, and ideas that make sense

28
Q

Participatory design

A
  • Aims to include/involve the intended users in the research, concept, design, or production
  • E.g. when user interacts with a paper version of product
29
Q

Paper prototype and usability testing sessions

A
  • Participatory design
  • Low fidelity prototypes → there are usability issues, missing functional requirements, priorities for which features are a must to include
    Roles:
    1. Facilitator → explain purpose of session and how to interact with prototype + make sure the users aren’t stressed out
    2. User → represents target market
    3. Computer → a person that manipulates the paper prototype how the computer program would
  • Advantages: paper = cheap, quickly and easily modified, developed quicker
30
Q

Four-Pleasure framework

A
  • Socio-pleasure
  • Physio-pleasure
  • Psycho-pleasure
  • Ideo-pleasure
31
Q

Socio-pleasure

A

Pleasure from relationships with others or with a c community when related to status and self-image
- E.g. email, the internet, and mobile phones facilitate communication between people
- Facebook → a took that enables people to have a greater sense of community and involvement with one another.

32
Q

Physio-pleasure

A

= sensual pleasure derived from touching, smelling, hearing, and tasting something (sensory organs)
- Satisfaction that comes from the effectiveness of a product in enabling an action to be performed

33
Q

Psycho-pleasure

A

= pleasures derived from cognition, discovery, and knowledge that satisfy the intellect.
- The cognitive demands of using a product and the emotional reaction through the experience of using it
- E.g. rubix cube

34
Q

Ideo-pleasure

A

= pleasures linked to our ideals, aesthetically, and culturally and satisfy people’s tastes, values, and aspirations
- E.g. products made from recycled materials will appeal to environmentally friendly customers

35
Q

Design for emotion

A

= visceral, behavioral & reflective design
- increases user engagement, loyalty, and satisfaction with a product by incorporating emotion and personality into product design
- Aesthetically pleasing objects appear to be more effective to the user
- Visceral → evokes our inner instincts and human drives (e.g. your first thought is “I want it” before knowing what it does)
- Behavioral → about the use of the product (looks are less irrelevant)
- Reflective → how we see the product reflecting our self-image and aspirations to others (to show others they have a specific taste)

36
Q

Attract-converse-transact (ATC) model

A

= a framework for creating designs that improve the relations of users with products and trigger emotional responses
- Attract = aesthetic, converse = interaction, transact = function
- When all three aspects are addresses product becomes desirable, useful, and usable

37
Q

User-centered design

A

= process where needs, wants, and limitations of users of a product are considered during each stage of the design process
Talking directly to users during each key stage to get feedback
Analysis → design <–> evaluation <–> implementation

38
Q

Multidisciplinary teams

A

Significant people;
- Anthropologists = understanding how people behave - Why things happen
- Ethnographers = human culture, societies, values - Has direct interactions with people
- Psychologists = human behavior and thought process - Assessment, diagnosis, treatment, and prevention of mental disorders