Chapter 2.2 Flashcards

(17 cards)

1
Q

Principles of people-centered approach expanded to include

A

-People’s tasks and goals drive development

-People’s behaviour and context is studied

-People’s characteristics are designed for

-Stakeholders are consulted throughout

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2
Q

Four basic activities of Interaction Design

A

-Discovering requirements

-Designing alternatives

-Prototyping alternative designs

-Evaluating product and its user experience throughout

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3
Q

Discovering Requirements

A

it is focused on discovering something new about the world and defining what will be developed.

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4
Q

Designing Alternatives

A

proposing ideas for meeting the requirements

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5
Q

Two sub-activities for interaction design/ Designing alternatives

A

-Conceptual design
-Concrete design

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6
Q

Conceptual design

A

involves producing the conceptual model for the product, and a conceptual model describes an abstraction outlining what people can do with a product and what concepts are needed to understand how to interact with it

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7
Q

Concrete design

A

considers the detail of the product including the colors, sounds, terminology, and images to use

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8
Q

Prototyping

A

It involves both the behavior of interactive products and their appearance

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9
Q

Evaluating

A

It is the process of determining the usability and acceptability of the product or design measured in terms of a variety of usability and user-experience criteria.

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10
Q

Issues about the practical application of people-
centered design and the simple lifecycle of interaction design

A
  • How to find out what people need
  • How to decide what to design
  • How to generate alternative designs
  • How to choose among alternatives
  • How to integrate interaction design activities with other lifecycle models
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11
Q

How to find out what people need

A

-Explore the problem space

-Investigate potential users and their activities

-Try out ideas with potential users

-Focus on peoples’ goals, usability, and user experience goals, rather than expect stakeholders to articulate requirements

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12
Q

How to decide what to design

A

-Explore:
-What is the current user
experience?

-Why is a change needed?

-How will this change improve the situation?

-Articulate the problem space with the team and explore different perspectives to avoid incorrect assumptions and unsupported claims

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13
Q

Where do alternative designs come from?

A

-‘Flair and creativity’: research and synthesis

-Cross-fertilization of ideas from different perspectives

-Users can generate different designs

-Prompts to provoke thinking

-Seek inspiration

-Different perspectives

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14
Q

Cross-fertilization

A

A result from presenting ideas and discussing them within a multidisciplinary team, with other designers, and through workshops with a wide range of stakeholders.

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15
Q

How to choose among alternatives

A

-Let stakeholders interact with the alternatives

-Prototyping to test the technical feasibility

-A/B testing

-Providing a clear understanding of what quality means

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16
Q

Integrating with agile software development:

A

-It incorporates tight iterations

-It champions early and regular feedback

-It handles emergent requirements

-It aims to strike a balance between flexibility and structure

17
Q

People-centered design rests on three principles

A

-Early focus on users and tasks

-Empirical measurement

-Iterative design