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Questions and Answers
Which of the following best describes the central focus in the provided content?
Which of the following best describes the central focus in the provided content?
What is the least emphasized aspect in the graphical representation?
What is the least emphasized aspect in the graphical representation?
In the context of the provided content, which element directly interacts with users?
In the context of the provided content, which element directly interacts with users?
Which pair represents interrelated focuses in the content?
Which pair represents interrelated focuses in the content?
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What primary purpose appears to be derived from emphasizing users in the content?
What primary purpose appears to be derived from emphasizing users in the content?
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Which of the following statements would best reflect the relationship between the components in the content?
Which of the following statements would best reflect the relationship between the components in the content?
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In this context, what role does the 'product' play?
In this context, what role does the 'product' play?
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Which aspect is likely to be regarded as the foundation of the overall framework depicted?
Which aspect is likely to be regarded as the foundation of the overall framework depicted?
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What is the primary characteristic of tangible interaction?
What is the primary characteristic of tangible interaction?
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What best defines 'intangible interaction'?
What best defines 'intangible interaction'?
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Which term describes a manifestation meant to improve an idea over time?
Which term describes a manifestation meant to improve an idea over time?
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Which of the following best describes smart materials?
Which of the following best describes smart materials?
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What role do actuators play in the interaction system?
What role do actuators play in the interaction system?
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Which of the following statements is true regarding interactions in emerging technologies?
Which of the following statements is true regarding interactions in emerging technologies?
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What is typically the result of a tangible interaction?
What is typically the result of a tangible interaction?
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Which aspect emphasizes the nature of emerging technologies?
Which aspect emphasizes the nature of emerging technologies?
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What is the first step in the Double Diamond process?
What is the first step in the Double Diamond process?
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Which statement best describes the purpose of the second diamond in the Double Diamond process?
Which statement best describes the purpose of the second diamond in the Double Diamond process?
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What aspect does the first diamond primarily focus on within the Double Diamond framework?
What aspect does the first diamond primarily focus on within the Double Diamond framework?
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In the Double Diamond process, what do the 'what' and 'how' refer to?
In the Double Diamond process, what do the 'what' and 'how' refer to?
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Which of the following is NOT a phase in the Double Diamond framework?
Which of the following is NOT a phase in the Double Diamond framework?
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What is a key benefit of understanding the 'why' in the Double Diamond process?
What is a key benefit of understanding the 'why' in the Double Diamond process?
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What enables the transformation of ideas into reality in the Double Diamond process?
What enables the transformation of ideas into reality in the Double Diamond process?
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What is NOT a function of the tools used in the Double Diamond process?
What is NOT a function of the tools used in the Double Diamond process?
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What is the primary purpose of prototyping in design?
What is the primary purpose of prototyping in design?
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Which of the following is NOT a tool mentioned for exploring and assessing solutions?
Which of the following is NOT a tool mentioned for exploring and assessing solutions?
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How can you effectively communicate your design to stakeholders?
How can you effectively communicate your design to stakeholders?
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What is a key aspect of assessing the prototypes developed?
What is a key aspect of assessing the prototypes developed?
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What is the significance of the term 'realistic material' in prototyping?
What is the significance of the term 'realistic material' in prototyping?
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What role does user research play in the decision-making process for design?
What role does user research play in the decision-making process for design?
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What should be done if a directional decision in design needs to be pivoted?
What should be done if a directional decision in design needs to be pivoted?
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What does the term 'prototype fidelity' refer to?
What does the term 'prototype fidelity' refer to?
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What does the term 'affordance' refer to in the context of interaction design?
What does the term 'affordance' refer to in the context of interaction design?
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What role do signifiers play in relation to affordances?
What role do signifiers play in relation to affordances?
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How does perception relate to the button's affordance in a user interface?
How does perception relate to the button's affordance in a user interface?
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What is indicated by the layout of sign-up and sign-in options?
What is indicated by the layout of sign-up and sign-in options?
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Which of the following best describes a 'signifier'?
Which of the following best describes a 'signifier'?
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In the provided content, what does the term 'sign in' signify?
In the provided content, what does the term 'sign in' signify?
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What is meant by the term 'already seen UI' in this context?
What is meant by the term 'already seen UI' in this context?
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Which aspect does the term 'significance' refer to in the user interface?
Which aspect does the term 'significance' refer to in the user interface?
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Why is interaction design considered a process?
Why is interaction design considered a process?
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What happens when a user encounters an unclear affordance in a system?
What happens when a user encounters an unclear affordance in a system?
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What is a primary benefit of low-fidelity prototypes?
What is a primary benefit of low-fidelity prototypes?
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Which of the following is a drawback of high-fidelity prototypes?
Which of the following is a drawback of high-fidelity prototypes?
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What is a key aspect to consider when prioritizing prototypes according to fidelity?
What is a key aspect to consider when prioritizing prototypes according to fidelity?
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What does the term 'user testing' typically refer to in context with high-fidelity prototypes?
What does the term 'user testing' typically refer to in context with high-fidelity prototypes?
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Which of the following best describes mid-fidelity prototypes?
Which of the following best describes mid-fidelity prototypes?
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What is a characteristic of low-fidelity prototypes?
What is a characteristic of low-fidelity prototypes?
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Which of the following dimensions is NOT mentioned as a priority for assessing prototypes?
Which of the following dimensions is NOT mentioned as a priority for assessing prototypes?
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What situation is best suited for using high-fidelity prototypes?
What situation is best suited for using high-fidelity prototypes?
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Which statement about mid-fidelity prototypes is correct?
Which statement about mid-fidelity prototypes is correct?
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What is the primary use of low-fidelity prototypes?
What is the primary use of low-fidelity prototypes?
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Study Notes
Lecture 1 - Introduction
- Interaction design is a discipline that is difficult to define, a combination of disciplines.
- It's a young field, less than two decades old.
- Sister disciplines include industrial design, graphic design and user experience design.
- The umbrella of user experience design includes: Information Architecture, Visual Design and Industrial Design.
Lecture 2 - Methods to Analyse the User
- The design process begins with understanding the user (WHY).
- Then, defining the feature of the interactive system (WHAT).
- The next step is designing the form of the interaction (HOW).
- Tools for user analysis can be divided into methods for analysing users, and methods for analysing systems and/or services.
Lecture 2 Methods to Analyse the User (continued)
- Direct methods include unstructured and semi-structured interviews, questionnaires, diaries, and focus groups.
- Indirect methods include observations, shadowing, and camera studies.
- Before starting the analysis, identify what knowledge is needed.
- Surface analysis includes what people say, think, and do.
- Deep analysis includes what people know, feel, and dream.
Lecture 3 - User/Consumer & Customer
- Customer: someone who consumes a product or service
- Resell customers initially buy a product to resell.
- Consumers have different buying behaviors depending on the degree of involvement.
- Complex buying behaviour is for expensive products.
- Dissonance-reducing buying behaviour is for infrequent purchases
- Habitual buying behaviour is for everyday products.
- Variety-seeking buying behaviour is to experience variety.
Lecture 3 - User/Consumer & Customer (continued)
- Neuromarketing methods can analyse consumers' behaviors using instrumental methods like eye-tracking, pupillometry, facial coding, biometrics, and electroencephalogram/FMRI.
- Maslow's hierarchy of needs describes needs that motivate behaviors.
Lecture 4 - Designer Approach
- Designers should be user-centered and understand user goals
- Designers should also understand why users desire something, using ideas about the future, not the present
- Be innovative
Lecture 5 - How of the Interaction
- The HOW of an interactive system is about its form and interaction design.
- A system can have the same function, but different HOW and WHY aspects.
- Designers must consider the WHY (user needs) before designing the HOW (interaction design).
- Important concepts like affordance and signifiers can support the user experience and interaction.
Lecture 6 - What of the Interaction
- The WHAT of the interaction focuses on designing the features of an interactive system.
- It is linked to the functionality of the system.
- Different design approaches, such as User-Centered, Activity-Centered and System Design, and Genius Design, can be used
Lecture 7 - Introduction to Cognitive Processes
- Perception and cognitive processes form the basis of user experience.
- Processing information involves the senses, cognitive and motor processes
- Cognitive subsystems include attention (focused/divided, voluntary/involuntary) and memory (sensory, short-term and long-term).
- Attention and memory limitations should be considered to improve design
Lecture 8 - Theory of Emotions
- Understanding user experience involves the consideration of emotions
- Moods are diffuse active states generally lasting longer than an emotion, and Feelings are subjective representations of emotional body states
- There are primary (inherent) and secondary (learned) emotions
- Cognitive and psychological methods are used to assess emotions, and include self-report methods, cognitive/behavioral methods, and neural/physiological methods
- The significance of a system for users' wellbeing is determined by the perceived concern/benefit.
Lecture 11 - Interaction Design Approaches
- Interaction design approaches focus on shaping digital products for users.
- Multiple approaches like User-Centered Design, Activity-Centered Design, System Design and Genius Design can be used.
- Prototyping can be speculative (intangible/conceptual) or realistic (incorporating visuals, functionality, etc).
- Fidelity describes the degree of realism of a prototype—low, mid or high.
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Description
This quiz covers the fundamentals of Interaction Design, including its definition, related disciplines, and the importance of understanding users in the design process. It delves into various methods for analyzing users and systems, both direct and indirect. Test your knowledge on these essential concepts!