Unit 1 - Interaction Design Flashcards
What does UIUX stand for?
user interface user experience
describe UIUX (human cognition in user interfaces)
- lesser cognitive load on users’ mind = provides better performance of design
- the more we overload the user, the more questions/frustrations they will have
- “if something is hard to use, I just don’t use it as much” - user quote from book “don’t make me think” by Steve Krug
From the user’s perspective… (human cognition in user interfaces)
- customer or user’s opinion is important
- what are their needs?
- what is the users’ task?
eg. appointment booking on online website - website layout
- user-friendly, can perform task faster
- can lose customers/clients to other websites that are easier to use
what’s an example of lesser cognitive load on user’s mind providing better performance design?
new kodak cameras - push the button, don’t worry what happens inside (but decreased customizability and control)
from the user’s percpective (cont’d):
- obvious answers over doubts/requiring thought
- design should match the expectations of the users
- perception biased by previoys experience
- user seek a pattern of information (using responsive design, not overloaded with info)
- elimination of redundant information and steps
describe understanding the users (human cognition in user interfaces)
- target audience: a particular group of users who will be using the product/interface design
- potential target audience: added features to cater to needs of different user groups
*want to be mindful of both audiences
describe the kano model
model of customer satisfaction
- satisfied/dissatisfied on y axis
- not implemented (aka no features)/fully implemented on x axis
if objects are classified as “delighters” on the kano model, this means
above basic performance but not overloaded with features
if objects fall under “performance” on the kano model, this means
performance for bare minimum (some new features, customers feel fine)
if objects are classified as “basic needs” on the kano model, this means
- more features added
- doesn’t mean it’s better
- overwhelmed/dissatisfied
the crossover point between the x and y axis (0,0) on the kano model means
neutral satisfaction
over time, delighters (kano model) will turn into
basic needs
*for product extension, need to come up with updated movel when this happens (ie. sales decrease)
*product life-cycle graphic on slides
list the 5 types of interaction
instruction, conversing, manipulating, exploring, responding
*the interaction type differs from the interface style
describe instructing
where users issue instructions to a system
describe conversing
where users have a dialogue with a system
describe manipulating
where users interact with objects in a virtual or physical space by manipulating them
describe exploring
where users move through a virtual environment or a physical space
describe responding
where the system initiates the interaction and the user chooses whether to respond
how does an interaction type differ from the interface style?
an interaction tyep could be conversing or responding. An interface style supports particular interaction types (eg. menus, gestures, touch, voice)
list the order in the label design model
Detect label>read>comprehend>decide>comply
describe the “detect label” step in the label design model
Label
- prominent location
- high visibility
- brief
user
- alert
describe the “read” step in the label design model
Label
- appropriate reading level
- icon understandable
- readable fonts
User
- has reading skills
describe the “comprehend” step in the label design model
Label
- understandable wording
User
- understands language
- appropriate mental state
describe the “decide” step in the label design model
user
- believes warning
- perceives cost of compliance
- understands risk of noncompliance
describe the “comply” step in the label design model
user
- capable of behaviour change
- remembers to change behaviour
describe design guidelines (labels)
- permanence and durability of labels
- markings should be permanent and should remain legible thoughout the intended life of the equipment under anticipated use and maintenance conditions
- durability is of specifal concert for controls like keypads and pushbuttons because constant use can lead to wear