User Experience Flashcards

1
Q

What underlies the UX?

A

-Processes
-Systems

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2
Q

Where does UX come from and where is it going?

A

-Marketing
-Industrial design
-Human-Computer Interaction
-Digital Business Models

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3
Q

What does UX require?

A

-Creators
-Consumers
-Power Consumers

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4
Q

The world according to Norman

A

-Discoverability
-System Image
-Affordance
-Signifiers
-Conceptual Model
-Feedback
-Mapping

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5
Q

Discoverability

A

-Is it possible to figure out what actions are possible?
-Is it possible to figure out how to perform them?

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6
Q

Affordance

A

-determine what actions are possible
-Relationship b/w properties and capabilities
-perceivable
-critical for designers
-implied by the design
-e.g. a chair, mug for coffee

the relationship between the properties of an object the capabilities of the person that determine just how the object could be used

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7
Q

Signifiers

A

-communicate where the action should take place
-Anything that may signal meaningful information
-Signify what to do
-any remark or sound, a perceivable indicator that communicates appropriate behavior

communicates where actions should take place; any mark or sound, any perceivable indicated that communicates acceptable behavior to a person

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8
Q

Mapping

A

-Relationship b/w the elements of two sets of things
-A device is easy to use when the set of possible actions is visible

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9
Q

Feedback

A

-Communicating the results of an action
-immediate, informative

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10
Q

Conceptual Model

A

-Represent our understanding of how things work
- an explanation, usually highly simplified, of how something works Framed by the affordances, signifiers, constraints, and mappings
-mental model

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11
Q

System Image

A

-Designer’s Concept
-User’s concept
-Communication is the key

what the device looks like, what we know from using similar things in the past, what was told to us in the sales literature and manuals.; perceived from the physical structure that has been built
conveys designer’s conceptual model to the user

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12
Q

Root Cause Analysis

A

-Identify the problem
-Define the problem
-Collect Data
-Identify Possible Causal Facto
-Identify the Root Cause
-Recommend & Implement Solutions/Changes

investigate an accident until a single, underlying cause is found

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13
Q

Errors

A

-Slips
-Action-Based
-Memory-Lapse
-Mistakes
-Rule-Based
-Knowledge-based
-Memory-Lapse

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14
Q

Slip

A

-Intent does not match action
-Action Based
-Memory Lapse
- an
unintentional
action

occurs when a person intends to do one action and ends up doing something else

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15
Q

Mistake

A

-Wrong Goals or Plan
-rule based
-knowledge based
-memory lapse
- failures of
planning

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16
Q

Memory Lapse - Mistakes v Slips

A

Mistakes
-errors in choosing an objective or specifying a method of achieving it

Slips
-errors in carrying out an intended method for reaching an objective

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17
Q

How to combat slips and mistakes?

A

-Understand the design and the user
-Usability testing
-Discoverability of errors
-availability of help
-checklists
-provide assistance to users through visual clues, feedback

18
Q

Human Error - Slips and mistakes

A

slip
-understand system and goal
-correct formulation of action
-incorrect action
Mistake
-may not even have the right goal

Fixing things?
slip-better interface design
mistake-better understanding of system

19
Q

Design Process: Problem/Opportunity Identification

A

1.Understand
-Empathize
-Define
2.Explore
-Ideate
-Prototype
3.Materialize
-Test
-Implement

20
Q

Project Research - Gathering Requirements

A

-People
-User Experience
-Processes
-Data

21
Q

Intended Users - “People”

A

-interviews
-observations
-secondary research
-LinkedIn, social media channels

22
Q

Processes

A

-Primary Research
-Secondary Research
-Observation
-Interviews

23
Q

Data

A

-go to the site or app - what is being collected?
-sign up for the mailing list - what information is generated
-Think of the processes - what data might be needed to complete them

24
Q

Compiling the details

A

-Make a list of critical findings
-Persona map
-Data Map
-Visuals
-Collaboration tools

25
Q

Human Centered Design

A

-Ensure that people’s needs are met
-usable and understandable products
-accomplishes desired tasks
-experience is positive & enjoyable

26
Q

Human Centered Design Cycle

A
  1. Observation
  2. Idea Generation
  3. Prototyping
  4. Testing
27
Q

ACD & Tasks vs. Activities

A

-Design for the Activity - the task is the support
-Focusing on specific tasks is too limiting - what do you want

28
Q

The Gulf of Execution

A

-The gap b/w the user’s goals for actions and the means to execute that goal
-plan, specify perform
-the easier it is to plan,
specify, and perform, the
gulf of _________ is

29
Q

The Gulf of Evaluation

A

-The gap b/w the external stimulus and the time it takes the user to understand what it means
-perception: what
happened, feedback
-Interpret: how you
interpret the feedback

30
Q

Three Levels of Processing

A

-Visceral
-Behavioral
-Reflective

31
Q

7 Stages of Action

A
  • Goal
    -Plan
    -Specify
    -Perform

World
-Perceive
-Interpret
-Compare

  1. Goal (What do I want to accomplish?)
  2. Plan (What are alternative action sequences?)
  3. Specify (What can I do?)
  4. Perform (How do I do it?)
  5. Perceive (What happened?)
  6. Interpret (What does it mean?)
  7. Compare (Is this okay? Have I accomplished my goal?)
32
Q

Visceral

A

-Most basic level of
processing
-Quick judgments about
the environment (subconscious)
-Respond quickly and
subconsciously - without
awareness or control

33
Q

Behavioral

A

-Home of learned skills and triggered by situations that match appropriate patterns
-Every action is associated with an expectation
largely subconscious

34
Q

Reflective

A

-Conscious Cognition
-Deep understanding
-Reasoning and conscious decision making
-Evaluation of the circumstances, assessing blame or responsibility
-Highest levels of emotions
emotions like guilt and pride

35
Q

Understanding

A

What does it all mean? How is the product supposed to be used? What do all the different controls and settings mean?

36
Q

Steps of Usability Testing

A
  1. Scope
  2. Schedule
  3. Scenarios
  4. Metrics
37
Q

Stages of Human Centered Design

A

Iterate over:
1. Observation
2. Ideation
3. Prototyping
4. Testing

38
Q

Task

A

lower-level components of activities, like “drive to the market”;
restrictive in design

39
Q

Activity

A

high-level structures, like “go shopping” consisting of many tasks;
should be the focus of design

40
Q

Learned Helplessness

A

when people experience repeated failure, then decide the task cannot be done, and they stop trying; self-fulfilling prophecy