Design Foundations Flashcards

(26 cards)

1
Q

Process of design thinking

A
  • empathize
  • define
  • ideate
  • prototype
  • text
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2
Q

Fundamental principles of interaction

A
  • signifier
  • mapping
  • feedback
  • constraints
  • conceptual models
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3
Q

the study of mental illness or mental distress

A

psychopathology

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4
Q

a book about what compromises bad and good design in everyday objects

A

the design of everyday things

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5
Q

how to you characterize an object

A

actions and state

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6
Q

what are the three major areas of design?

A

industrial design, interaction design, experience design

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7
Q

The professional service of creating and developing concepts and specifications that optimize the function, value, and appearance of products and systems for the mutual benefit of both users and manufacturer

A

industrial design

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8
Q

The focus is on how people interact with technology. The goal is to enhance people’s understanding of what can be done, what is happening, and what has just occurred. Interaction design draws on principles of psychology, design, art, and emotion to ensure a positive, enjoyable experience

A

interaction design

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9
Q

The practice of designing products, processes, services, events, and environments with a focus placed on the quality and enjoyment of the total experience.

A

experience design

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10
Q

Approach that puts human needs, capabilities, limitations, and behavior first, then designs to accommodate these

A

human-centered design

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11
Q

Human-Machine Interaction: why are there so many problems?

A
  • Limitations of technology
  • Self-imposed restrictions on designers (cost!)
  • Most design is done by engineers who are experts in technology, but not in their understanding of people.
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12
Q

What are HCD Principles

A

discoverability, understanding

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13
Q

Is it possible to figure out what actions are possible, where,
and how to perform them

A

discoverability

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14
Q

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

A

understanding

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15
Q

is about how the machine react and respond to users, and a great interaction is the one which creates great experiences

A

interaction

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16
Q

The relationship between the properties of an object and the capabilities of the interacting human with respect to the actions that can be performed on this object by this human

17
Q

are concerned with actions that are not possible given our capabilities

A

anti-affordances

18
Q

is any mark or sound, any perceivable indicator that communicates appropriate behavior to a person

19
Q

Your job as a designer is to …

A

Communicate meaningful clues to your user group about the use of the design to highlight the design purpose

20
Q

limit choices, and restrict undesired operations

21
Q

SENDING BACK TO THE USER INFORMATION ABOUT WHAT ACTION HAS ACTUALLY BEEN DONE AND WHAT RESULT HAS BEEN ACCOMPLISHED

22
Q

MENTAL IDEA OF THE DEVICE AND ITS OPERATION

A

conceptual models

23
Q

The relationship between elements of two sets of things (e.g., the relationship between a control and its results is easiest to learn when there is an understandable mapping between the controls, the actions, and the intended result).

24
Q

allow the design to be interpreted without any need to be conscious of them.

A

natural signals

25
the mental model developed through interaction with the system.
user's model
26
results from the physical structure that has been built (including documentation, instructions, and labels).
system image