Week 4 - Usability and User Experience Flashcards

1
Q

What can make a system inaccessible?

A
  1. Physically inaccessible
  2. Use of Jargon Language.
  3. Price
  4. Cultural or Social Exclusion
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2
Q

What is ‘Inclusive Design’?

A

The design of mainstream products and/or services that are accessible to, and usable by, as many people as reasonably possible .. without the need for special adaptation or specialised design.

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3
Q

What is ‘Design for all / Universal Design’?

A

The design that provides full and equal enjoyment of goods and services.

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4
Q

Name 3 features of ‘Design for all / Universal Design’

A
  1. Equitable use - does not disadvantage any groups of users.
  2. Simple, Intuitive use - easy to understand, regardless people’s abilities, language skills etc.
  3. Tolerance for error - accounts for accidental and unintended actions.
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5
Q

What are Assitive Technologies?

A

Assistive Technologies are designed for people with disabilities. An example of this is Web browsers’ plugins which can read the text on the webpages.

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6
Q

What are the six elements of Usability>

A
  1. Efficient
  2. Effective
  3. Easy to learn
  4. Safe to operate
  5. High utility
  6. Memorability
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7
Q

What are the 4 Usability Design principles?

A
  1. Early focus on users and tasks
  2. Empirical Measurement
  3. Iterative Design
  4. Integrated Usability
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8
Q

What is ‘Iterative Design’?

A

A cycle of design, test and measure, and redesign, repeated as often as necessary.

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9
Q

What is Acceptability defined as?

A

The willingness of a user group to adopt new technology for specific tasks.

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10
Q

What are the 5 key features of Acceptability?

A
  1. Trust
  2. Convenience
  3. Cultural and Social habits
  4. Utility
  5. Cost
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11
Q

What makes an activity/system engaging?

A
  1. Making a task east and intuitive.
  2. Minimising steps, e.g. clicks.
  3. What users do / How they do it.
  4. Making a task feel meaningful and valuable.
  5. Creating emotional connection.
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12
Q

What are the five aspects of Nathan Shredroff’s model of experience?

A
  1. Identity - identifying with something, e.g. are you a Mac or Windows person?
  2. Adaptivity - changing levels of difficulty, pace and movement
  3. Narrative - telling a good story in the context of games, promotional
    videos, menu structure etc.
  4. Immersion - being wholly involved with something.
  5. Flow - the sense of smooth movement.
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13
Q

What five Emotions make games Engaging according to Lazaro?

A
  1. Enjoy
  2. Focus
  3. Decide
  4. Perform
  5. Learn
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14
Q

What are the 4 elements are there to the Four Fun Key Model?

A
  1. Hard fun - it relates to the gamification effects of mastery, challenge and strategy, e.g. car racing games.
  2. Easy fun - it relates to the gamification mechanics such as novelty, ambiguity and fantasy.
  3. Serious fun - it provokes emotions such as self-worth.
  4. People fun - it arises from connecting with people, such as social networking.
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15
Q

What are the 4 dimensions of pleasurable products?

A
  1. Physical dimension: e.g. light weight devices.
  2. Social dimension: e.g. owning the new iPhone.
  3. Psychological dimension: e.g. ease of use, effectiveness, acquiring new skills.
  4. Ideological dimension: e.g. open-source software.
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16
Q

What does the aesthetic-usuability effect refer too?

A

The aesthetic-usability effect refers to users’ tendency to perceive attractive products as more usable.