Interaction Design Introduction and User Analysis

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Questions and Answers

Which of the following best describes the central focus in the provided content?

  • Users and their needs (correct)
  • System operations and efficiency
  • Product features and benefits (correct)
  • Service delivery and quality (correct)

What is the least emphasized aspect in the graphical representation?

  • Service
  • Users
  • Product
  • System (correct)

In the context of the provided content, which element directly interacts with users?

  • Focus points
  • System
  • Service (correct)
  • Product (correct)

Which pair represents interrelated focuses in the content?

<p>Users and Product (A), Product and Service (B)</p> Signup and view all the answers

What primary purpose appears to be derived from emphasizing users in the content?

<p>All of the above (D)</p> Signup and view all the answers

Which of the following statements would best reflect the relationship between the components in the content?

<p>Components can influence each other's performance. (D)</p> Signup and view all the answers

In this context, what role does the 'product' play?

<p>It provides a tangible outcome for users. (C)</p> Signup and view all the answers

Which aspect is likely to be regarded as the foundation of the overall framework depicted?

<p>Focus on Users (B)</p> Signup and view all the answers

What is the primary characteristic of tangible interaction?

<p>It involves physical representations. (B)</p> Signup and view all the answers

What best defines 'intangible interaction'?

<p>Interaction that involves digital or abstract elements. (C)</p> Signup and view all the answers

Which term describes a manifestation meant to improve an idea over time?

<p>Prototype (B)</p> Signup and view all the answers

Which of the following best describes smart materials?

<p>Materials that react and adapt to their environment. (D)</p> Signup and view all the answers

What role do actuators play in the interaction system?

<p>They convert signals into physical action. (C)</p> Signup and view all the answers

Which of the following statements is true regarding interactions in emerging technologies?

<p>Interactions can occur between people, machines, and artifacts. (A)</p> Signup and view all the answers

What is typically the result of a tangible interaction?

<p>A meaningful physical engagement with objects. (A)</p> Signup and view all the answers

Which aspect emphasizes the nature of emerging technologies?

<p>They involve a combination of tangible and intangible elements. (C)</p> Signup and view all the answers

What is the first step in the Double Diamond process?

<p>Research phase (A)</p> Signup and view all the answers

Which statement best describes the purpose of the second diamond in the Double Diamond process?

<p>To focus on finalizing the idea (D)</p> Signup and view all the answers

What aspect does the first diamond primarily focus on within the Double Diamond framework?

<p>Research and problem identification (D)</p> Signup and view all the answers

In the Double Diamond process, what do the 'what' and 'how' refer to?

<p>The focus on problem exploration and solution design (D)</p> Signup and view all the answers

Which of the following is NOT a phase in the Double Diamond framework?

<p>Problem execution (D)</p> Signup and view all the answers

What is a key benefit of understanding the 'why' in the Double Diamond process?

<p>To identify user needs more effectively (D)</p> Signup and view all the answers

What enables the transformation of ideas into reality in the Double Diamond process?

<p>Finalization of concepts (A)</p> Signup and view all the answers

What is NOT a function of the tools used in the Double Diamond process?

<p>Providing comprehensive analytics (C)</p> Signup and view all the answers

What is the primary purpose of prototyping in design?

<p>To evaluate different solutions for a problem (D)</p> Signup and view all the answers

Which of the following is NOT a tool mentioned for exploring and assessing solutions?

<p>Project management software (A)</p> Signup and view all the answers

How can you effectively communicate your design to stakeholders?

<p>By specifying final designs and interaction details (A)</p> Signup and view all the answers

What is a key aspect of assessing the prototypes developed?

<p>Gathering feedback from potential users or stakeholders (B)</p> Signup and view all the answers

What is the significance of the term 'realistic material' in prototyping?

<p>It emphasizes accuracy in reflecting the final product's attributes (D)</p> Signup and view all the answers

What role does user research play in the decision-making process for design?

<p>It provides necessary evidence for informed decisions (B)</p> Signup and view all the answers

What should be done if a directional decision in design needs to be pivoted?

<p>Provide convincing evidence based on user research (A)</p> Signup and view all the answers

What does the term 'prototype fidelity' refer to?

<p>How closely the prototype resembles the final product (D)</p> Signup and view all the answers

What does the term 'affordance' refer to in the context of interaction design?

<p>The potential actions that an object allows a user to perform (A)</p> Signup and view all the answers

What role do signifiers play in relation to affordances?

<p>They indicate how to interpret the affordance of an object (B)</p> Signup and view all the answers

How does perception relate to the button's affordance in a user interface?

<p>Perception allows users to understand what the button does (B)</p> Signup and view all the answers

What is indicated by the layout of sign-up and sign-in options?

<p>The significance of each option may vary based on context (B)</p> Signup and view all the answers

Which of the following best describes a 'signifier'?

<p>An object that provides information about a potential action (A)</p> Signup and view all the answers

In the provided content, what does the term 'sign in' signify?

<p>It is an action to access a secured area of a system (A)</p> Signup and view all the answers

What is meant by the term 'already seen UI' in this context?

<p>Recognizable elements that indicate familiarity (D)</p> Signup and view all the answers

Which aspect does the term 'significance' refer to in the user interface?

<p>The importance of information conveyed by design (B)</p> Signup and view all the answers

Why is interaction design considered a process?

<p>It includes multiple stages to solve user needs via design (B)</p> Signup and view all the answers

What happens when a user encounters an unclear affordance in a system?

<p>The user may misunderstand the purpose of the interface (D)</p> Signup and view all the answers

What is a primary benefit of low-fidelity prototypes?

<p>They are fast, low-skill, and cheap to create. (A)</p> Signup and view all the answers

Which of the following is a drawback of high-fidelity prototypes?

<p>They are typically very time-intensive to create. (B)</p> Signup and view all the answers

What is a key aspect to consider when prioritizing prototypes according to fidelity?

<p>Interactions, functions, and visual refinement dictate fidelity levels. (B)</p> Signup and view all the answers

What does the term 'user testing' typically refer to in context with high-fidelity prototypes?

<p>Final testing of user flows and stakeholder presentations. (C)</p> Signup and view all the answers

Which of the following best describes mid-fidelity prototypes?

<p>They balance visual detail and interactivity. (C)</p> Signup and view all the answers

What is a characteristic of low-fidelity prototypes?

<p>They usually lack visual refinement and detail. (B)</p> Signup and view all the answers

Which of the following dimensions is NOT mentioned as a priority for assessing prototypes?

<p>Cost-effectiveness (B)</p> Signup and view all the answers

What situation is best suited for using high-fidelity prototypes?

<p>Conducting detailed user flow evaluations for final presentations. (D)</p> Signup and view all the answers

Which statement about mid-fidelity prototypes is correct?

<p>They incorporate both visuals and functionalities. (A)</p> Signup and view all the answers

What is the primary use of low-fidelity prototypes?

<p>Exploring and testing interactions and high-level concepts. (D)</p> Signup and view all the answers

Flashcards

Research (Double Diamond Phase)

The process of understanding the problem, gathering information, and defining the user's needs.

Concept Generation (Double Diamond Phase)

Exploring and generating ideas to address the defined problem.

Iteration and Finalization (Double Diamond Phase)

The phase where you make your idea a reality and finalize the solution.

Why (Double Diamond Phase)

The 'Why' stage of the Double Diamond, focusing on understanding the user's problem.

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What (Double Diamond Phase)

The 'What' stage of the Double Diamond, focusing on defining the solution to the problem.

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How (Double Diamond Phase)

The 'How' stage of the Double Diamond focusing on developing a plan to implement the solution.

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Double Diamond

A design process framework that emphasizes understanding the problem, finding solutions, and refining the solution.

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Discover

The first phase of the Double Diamond, focused on understanding the problem and identifying user needs.

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Define

The second phase of the Double Diamond, focused on exploring and generating potential solutions to the identified problem.

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Develop

The third phase of the Double Diamond, focused on developing and testing the solution.

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Deliver

The fourth and final phase of the Double Diamond, focused on refining and finalizing the solution.

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Users

The primary focus of design, referring to the users for whom the product or service is intended.

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Product/Service

The product or service being created, including both the tangible and intangible aspects.

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System

The system or environment within which the product or service operates.

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Interaction

The process of interaction between people, machines, and surrounding objects, encompassing both physical and digital aspects.

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Tangible Interaction

A type of interaction where physical objects are involved, often involving tangible representations of digital information.

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Intangible Interaction

A form of interaction relying on non-physical elements, such as gestures, voice commands, or virtual representations.

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Prototype

A representation of an idea or a solution that allows for its development and improvement over time.

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Signifier

A visual cue or element that provides information about the purpose, state, or interaction of a design element.

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Affordance

The potential for action that an object or interface affords, or the possible interactions that a user can have with it.

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Layered Affordance

Combining visual cues (signifiers) with the functionality of a design element to communicate its purpose and potential interactions clearly.

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Greyed-out Button Signifier

A greyed-out button indicates that it's currently inactive or unavailable for use.

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Signifiers for Importance

Signifiers can be used to differentiate elements and highlight their relative importance or relevance within the design.

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Signifiers for State

Signifiers can be used to communicate the current state of an object or interface element, such as whether it's selected, active, or inactive.

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Interaction Design (IxD)

Interaction design (IxD) aims to design products and solutions that are user-centered, effectively facilitating interactions between users and systems.

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IxD as a Process

IxD is an iterative process that involves understanding user needs, designing solutions, testing, and refining to create a seamless user experience.

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Double Diamond Design Process

The 'double diamond' is a visual representation of a design thinking process, divided into four phases: Discover, Define, Develop, and Deliver.

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Focus of 'Double Diamond' Stages

The 'Double Diamond' process emphasizes understanding the user and their needs (Discover), defining the problem clearly (Define), developing potential solutions (Develop), and finally delivering the finished product or solution (Deliver).

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Explore

Exploring different ways to solve a problem, such as user journeys or empathy maps, to get a deeper understanding.

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Prototype Fidelity

The fidelity of a prototype, meaning how closely it resembles the final product in terms of looks and functionality.

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Assess/Explore

Gathering feedback from users, stakeholders, or team members on a prototype to identify areas for improvement.

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Communicate

Communicating design ideas to developers, engineers, or manufacturers, providing them with clear instructions and details.

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Iterate

The process of developing a prototype to get feedback and improve it based on the insights gained.

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Prototype Validity

The ability of a prototype to convince stakeholders that the solution is the right one, based on user research and the prototype's appearance and functionality.

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High Fidelity Prototype

A prototype with complete design, including visuals, content, and interactions. It allows for testing very specific interactions and user flows, but is time-intensive and requires skills in software or coding.

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Mid-Fidelity Prototype

A prototype with more interactive features but less visual polish than a high-fidelity prototype. It's easier to test and provides a good balance between time and quality.

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Low Fidelity Prototype

A basic prototype made with materials readily available. It's fast to create, low-skill, and cheap, but limited in features and difficult to test details.

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Prototyping Process

A process where a prototype is built and continually improved through testing and feedback. It's an iterative process that helps optimize a product or service.

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Fidelity

The level of detail and realism in a prototype. It determines how closely the prototype resembles the final product.

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Prototyping Guidelines

A set of principles used to guide the creation of prototypes. It helps ensure that prototypes are effective and meet the needs of the design process.

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Functionality

The level of complexity and completeness of the features and functions in a prototype. It can range from simple sketches to comprehensive implementations.

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Interactivity

The ability of users to interact with the prototype. It can range from simple clicks and drags to complex simulations.

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Data Model

The structure and relationships of the data used in a prototype. It helps define how data is stored, retrieved, and manipulated.

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Mixed-Fidelity Prototype

A combination of different fidelity levels within a single prototype. This allows for testing specific aspects of the design in detail while maintaining overall focus on the broader concept.

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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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