Week 9 Flashcards
Explian Design Challenges - IDENTIFYING VALUE and RAPID CHANGE Of TECHNOLOGY
- IDENTIFYING VALUE - Value is Subjective -> Perceived Differently by Customers
- RAPID CHANGE Of TECHNOLOGY - Designers Must be Able to Keep Up With these Changes and Incorporate New Tools and Techniques Into their Designs
Explian Design Challenges - BALANCING FORM And FUNCTION and MANAGING COMPLEXITY
- BALANCING FORM And FUNCTION - Designers Must Balance the Desire for Visually Appealing and Engaging Designs With the Need for Products that Are Functional and Meet the Needs Of the User
- MANAGING COMPLEXITY - Digital Products Often Have a Large Number of Features/Functions -> Designers Must be Able to Manage this Complexity in a Way that’s Easy for Users to Understand and Use Per Context
Explian Design Challenges - CROSS-DEVICE COMPATIBILLITY and SECURITY and PRIVACY ISSUES
- CROSS-DEVICE COMPATIBILITY - Digital Products are Often Used on a Variety of Devices and Platforms, and Designers Must Ensure that the Product is Usable and Effective on All of these Devices and Platforms
- SECURITY and PRIVACY ISSUES - Designers Musr Ensure that the Product is Secure and protects Sensitive Data from Unauthroised Access, Theft or Damage
Explain the Concept : IS AFFORDANCE
- the Way in which Technology can Be Designed to Support or Facilitate Certain Actions or Behaviours
- Theory Assumption : Design of Technology Should Focus on Creating a Clear and Consistent Mapping Between the Capabilities of the Technology and the Actions that Users can Perform with it
- this Mapping Should Be Intuitive and Straightforward so that Users can Quickly Understand How to Use the Technology and What is Can Do for Them
Explain IS AFFORDANCE - Seperating Affordances
- Seperating Affordances From the Info Avaliable About Them and Allows the Distinction About Them Allows the Distinction Among :
Correct Rejections and Perceived, Hidden and False Affordances
State 3 GENERAL AFFORDDANCES
- Standardised Workspace
- Awareness Support
- Co-ordination Mechanism
Explain the General Affordances - STANDARDISED WORKSPACE
- Github, Slack
- Awareness Support
- Co-ordination Mechanism
Explain the General Affordances - AWARENESS SUPPORT
- Information Providing Actors Mutual Awareness of Activities and Other and the General State of the Common Field of Work
- e.g. presence settings in Instant Messaging clients
Explain the General Affordances - CO-ORDINATION MECHANISM
- Combination of Classification Struture and Interacion Protcol
- Classification Structure ; e.g. dewey’s decimal stem allowing distrinuted storage and retrival of library books
- Interaction Protocol e.g. guiding turn-taking
- Time-table Embeds Combination with Classification of Rooms, groups of students, a lecture and with Interaction Protocol Stipulating what day and time susets of these meet for lectures and classes
State 3 DESIGNING AFFORDANCES
- USABILITY
- USEFULNESS / FUNCTIONALITY
- RELATIONSHIP
Explain the 3 DESIGNING AFFORDANCES - Usability, Usefulness / Functionality and Relationship
- USABILITY - Common Human-Computer Interaction Discourse “add some user-friendly affordance”
- USEFULNESS / FUNCTIOANLITY - Not Usability- Possible Relationships Between Actors and Obejcts
- RELATIONSHIP - Properties of the World that are Compatible With and Relevant for People’s Interaction
Explain the Concept - PARADOXICAL PERFORMACES
- Freedom to Choose Creates Obligation to Choose your Performance
- Interplay between Technological and Social Asymmetries (e.g. caller id)
- Planned - and emergent decision making
- Routines and Improvisation
State 4 Categories for PERFORMANCE And DESIGN
- User-Centred Perfomance
- Designing a Script
- Technical and Functional Performance
- Cultural and Contextual Performance
Explain Performance and Design - USER-CENTRED PERFOMANCE : Egnomics and Efifiency
- Performance in Design Emphasies the Ergomonic Efficiency of User Interactions with a Product.
Good Design Allows Users to Perform Tasks with Minimal Effort and High Efficency
Explain Performance and Design - USER-CENTRED PERFOMANCE : INTUTIVE USE
- Designers should Perform Intutively, Meaning Users can Operate them Based on Affordances Without Excessive Learning Curves or Reference to Manuals
State the 2 Categories relating to Perofmance and Design : USER CENTRED PERFORMANCE
- Egonomics and Efficiency
- Intutive Use
Explain Performance and Design - DESIGN As a SCRIPT : SCRIPTING USER BEHAVIOUR
- Just as a Script Guides Actors in a Play, Design can Guide Users Towards Certain Behaviour. the Latout of a Phone Screen, for example, Scripts the User’s Actions Through the Placmeent of Icons and Controls
Explain Performance and Design - DESIGN As a SCRIPT : DESIGNING For FLEXIBILITY
- while a Script Suggests a Predetermined Set of Actions there Should be a Room for Improvisation.
Good Design Antipicates and Allows for User Customisation and Personal Workflows
State the 2 Categories relating to Perofmance and Design : DESIGN As a SCRIPT
- SCRIPTING USER BEHAVIOUR
- DESIGNING For FLEXIBILITY
State the 2 Categories relating to Perofmance and Design : TECHNICAL AND FUNCTIONAL PERFORMANCE
- RESPONSIVENESS & RELIABILITY
- PERFORMANCE Under LOAD
Explain Performance and Design - TECHNICAL and FUNCTIONAL PERFORMANCE : PERFORMANCE UNDER LOAD
- In Digital Design, Performance Under Load : In Digital Design, Performance Often Refers to the Speed and Responsivness of a System Under Different Needs
State the 2 Categories relating to Perofmance and Design : CULTURAL And CONTEXTUAL PERFORMANCE
- CULTURAL SENSITIVITY
- CONTEXT-AWARENESS
Explain Performance and Design - CULTURAL and CONTEXTUAL PERFORMANCE - CULTURAL SENSITIVITY
Design Needs to Perform Appriately Within Different Cultural Contexts, Respecting and Reflecting Diverse Traditions and Pratices
Explain Performance and Design - CULTURAL and CONTEXTUAL PERFORMANCE - CONTEXT AWARENESS
- Good Design is Context-Aware, Performing Environment and Situatuon it’s Placed In