Module 2 Interaction Design Flashcards

(56 cards)

1
Q

Focuses on both digital interface as well as physical artefacts.

A

Interaction Design

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2
Q

It is an important component within the giant umbrella of user experience(UX) design

A

Interaction Design

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3
Q

Designing interactive products requires?

A
  1. Who is going to be using them
  2. How they are going to be used
  3. Where they are going to be used
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4
Q

What are the 5 dimensions of Interaction Design?

A
  1. Words
  2. Visual representation
  3. Physical Objects and Space
  4. Time
  5. Behaviour
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5
Q

in dimensions of interaction design this should communicate information to user, but not too much information to overwhelm the user

A

words

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6
Q

in dimensions of interaction design this concerns graphical elements like images, typography and icons that users interact with

A

visual representation

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7
Q

in dimensions of interaction design these all affect the interaction between the user and the product

A

physical object and space

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8
Q

in dimensions of interaction design this refers to the media that changes with time (animation, videos, sounds)

A

time

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9
Q

in dimensions of interaction design this includes the mechanism of a product

A

Behaviour

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10
Q

2 goals of interaction design?

A
  1. develop usable products
  2. involves user in the design
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11
Q

How can a design of the human-computer interface affect motivation?

A

should be artistically pleasing and capable of fulfilling the task required

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12
Q

2 Interaction designers tasks

A
  1. design strategy
  2. wireframes and prototypes
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13
Q

this is concerned with what the goal of a user are and in turn what interaction are necessary to achieve these goals. (UI designers task)

A

Design strategy

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14
Q

interaction designers might also create interactive prototypes to look exactly the actual app or website (UI designer task)

A

wireframes and prototypes

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15
Q

what are the 4 basic activities involve in UI design

A
  1. identifying needs
  2. developing alternative design
  3. building interactive versions of the design
  4. evaluating what is being built
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16
Q

what is design?

A

achieving goals with constraints
goals, constraints, trade offs

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17
Q

purpose who is it for, why do they want it

A

Goals

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18
Q

what material to use, platform, time

A

constraints

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19
Q

choosing between goals or constraints

A

trade offs

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20
Q

Golden rule of design

A
  1. Understanding your materials (human and computer)
  2. understand computer
  3. limitations, capabilities, tools, platforms
  4. understand people psychological, social aspects
  5. human error and their interaction
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21
Q

what are the design process

A

scenario- guidelines- precise specs- documentation/help

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22
Q

description of an “example” user (not necessarily a real person)

A

persona

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23
Q

describe the user as real with rich detail

24
Q

a stories for design (describing situation and context)

25
the 3 uses of scenario
1. communicate with others 2. validate other models 3. express dynamics
26
tools for layout
1. grouping of items 2. order of items decoration- fonts, boxes, etc. 3. alignment of items 4. white space between items
27
UI aims to?
1. reduce the negative aspects 2. enhancing the positive aspects 3. developing interactive products that are easy, effective, and pleasurable to use
28
it is concerned with the theory, research, and practice of designing user experiences for all manner of technologies, systems and products
Interaction design
29
being "concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them"
HCI
30
who are involved in UI design
1. designers 2. developers
31
they are the one who should know many things about use, technologies, and interactions between them
designers
32
they should understand the business side, the technical side, the manufacturing side and the marketing side
developers
33
the people involved in the design of all the interactive aspects of a product
UI designers
34
people who focus on evaluating products, using usability methods and principles
usability engineers
35
people who develop and create the visual design of websites, such as layouts
web designer
36
people who come up with ideas of how to plan and structure interactive products
Information architects
37
people who do all the above but who may also carry out field studies to inform the design of products
information architects
38
meant to encourage design thinking that focuses on the quality of the user experience rather than on the set the design methods to use (allanwood and beare, 2014)
UX as UXD
39
"IT is not enough that we build products that function, that are understandable and usable, we also need to build joy and excitement, pleasure and fun, and yes, beauty to people's lives"
UX
40
UX(10)
- usability - functionality - aesthetics - sensual and emotional appeal - fun - health - content - look and feel - social capitak - cultural identity
41
4 core threads
- sensual thread - emotional thread - compositional thread - spatio-temporal thread
42
the process of interaction design involves four basic activities
- establishing requirements - designing alternatives - prototyping - evaluating
43
refers to the degree to which an interactive products is accessible by as many people as possible.
accessibility
44
wide range of disabilities
- color blindness - dyslexia - physical impairment
45
usability is broken down into the following goals
- effectiveness - efficiency - safety - utility - learnability - memorability
46
these 2 are used by the interaction designers to aid their thinking when designing for the user experience
- feedback - findability
47
derived from a mix theory-based knowledge, experience, and common sense
- visibility - feedbacking - natural mapping - affordance
48
it is a systematic approach to guide the human interactions with a facility to ensure that all functional aspects of human involvement are achievable without introducing opportunities for human error.
HFE (Human factor Engineering)
49
HFE considers human...
- capabilities - limitations - characteristics - behavior - motivations
50
refers to determining ways of restricting the kinds of user interaction that can take place at a given moment
constraints
51
types of constraints
1. physical - square object and round hole 2. cultural - light switches 3. logical - order (1,2,3 or a,b,c)
52
this refers to designing interfaces to have a similar operations and use similar elements for achieving similar tasks
consistency
53
refers to an attribute of an object that allows people to know how to use it
Affordance
54
involves sending back information about what action has been done and what has been accomplished, allowing the person to continue with the activity
feedback
55
the relation between two things
natural mapping
56
natural mapping can be:
- cultural - biological - spatial