Unit 7 - User Centered Design Flashcards

1
Q

Principles of UCD

A

User, Task, Environment

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

User

A

How the user will use the product and pay close attention to the needs of the users.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Task

A

how the task needs to be carried out.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Environment

A

how the product is used in a particular environment (space).

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Iterative process

A

The design iteration is driven by user feedback as the design team better understands the user’s needs.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

User involvement

A

UCD seeks to engage with smaller groups and individuals to understand the nature of the design issue

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

5 stages of UCD

A

Research, Concept, Design, Implementation, Launch:

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Inclusive Design

A

Designing universally accessible products for all users regardless of age, physical, sensory, and perceptual functioning levels (disability).

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Usefulness

A

The product enables the user to achieve their goals.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Effectiveness

A

The product is easy and efficient; Users can use it easily and with few or no errors.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Learnability

A

The system for operating the product is easy to learn, and users can understand how to use it after a reasonable amount of training.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Attitude (likeability)

A

The users’ perceptions, feelings, and opinions of the product are positive.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

User Acceptance

A

A product will perform according to its specifications.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

User Experience

A

These are the responses and perceptions of the users as they use a product or service. (visual, tactile, audible feedback)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Productivity

A

Designing products that allow users to be efficient with their time and resources.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Training and Support

A

Products that have intuitive interfaces require less training and support to use

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

User Errors

A

Simpler interfaces and controls reduce or eliminate user errors.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Simplicity

A

A simple design makes the function and use of the design clear to the user (intuitive)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

Ease of use

A

A design should be easy to use and not have any unnecessary features.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Low Memory Burden

A

Successful designs do not require the user to memorize complex steps or how to use a device.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

Visibility

A

Controls should be visible, and their function should be clear

22
Q

Feedback

A

When using a product or system, humans want to know if their action has been received and is successful.

23
Q

affordance

A

Affordances are the properties of an object that suggest how it can be used or what its function is

24
Q

Mapping

A

The logical relationship between the product interface and what actually happens

25
Q

Constraints

A

Constraints limit the way a product can be used - implemented in order to prevent the user from making an error.

26
Q

Population Stereotypes

A

Colours, Anthropometric, Culture

27
Q

User populations

A

The specific group expected to use a product (broad or narrow)

28
Q

Classification of users

A

age, gender, physical condition, habits, interests, beliefs, emotional responses.

29
Q

Personae

A

descriptions of the “typical” user or stakeholder in a design context

30
Q

primary personae

A

These are personae that represent the primary target users.

31
Q

Secondary Personae

A

These represent not the primary users but users whose needs must be met in some way.

32
Q

Anti-personae

A

These represent users for whom the product is not being designed for

33
Q

Scenarios

A

Sequence of events based on assumptions by researchers and designers (conceivable situations)

34
Q

Use Cases

A

focused specifically on how the user interacts with the product or system

35
Q

Field Research

A

Takes place in the user’s environment: their place of work, home, office, or other area where they use or interact with a product or service.

36
Q

Method of extremes

A

Sampling method that selects users in the extreme ranges of a population - 2.5 percentiles and 97.5 percentiles.

37
Q

Observation and User Trails

A

A trial whereby the user uses the product the expert observes.

38
Q

interviews and Focus Groups

A

Gather user’s opinions about a product or service. They are usually conducted face-to-face and consist of the interviewer asking the subjects questions

39
Q

Questionnaires

A

It is more structured and consists of sets of questions to focus the responses. They can be done face to face, on paper, or through an online form.

40
Q

Affinity Diagrams

A

A graphic organizing tool that helps to identify common themes and key facts.

41
Q

Participatory Design

A

Seeks to include all stakeholders (designers, clients, users, etc.) in the design process

42
Q

Paper prototyping

A

Involves giving the user a product prototype and observing how they use it.

43
Q

Natural Environment

A

Research involves the user or client using the product in the environment in which it is intended.

44
Q

Usability Laboratory

A

Specialized places where user testing takes place. These types of laboratories typically focus on ergonomics and health and safety criteria

45
Q

Physio-Pleasure

A

Pleasure we get from how the product feels (touch,smell, sound)

46
Q

Psycho-Pleasure

A

Pleasure we get from how hard or easy a product is to use

47
Q

Ideo-Pleasure

A

The pleasure we get from how an object represents our beliefs or values.

48
Q

Socio-Pleasure

A

Pleasure we get from how a product helps us interact with other people.

49
Q

Designing for emotion

A

Creates products that increase user engagement, loyalty and satisfaction. (Visceral, Behavioural, Reflective)

50
Q

Attract

A

The product is desirable because it is aesthetically appealing.

51
Q

Converse

A

The product is usable.

52
Q

Transact

A

The product accomplishes what it was designed for and is deemed useful by the user.