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Questions and Answers
What is the primary difference between creativity and innovation?
What is the primary difference between creativity and innovation?
During which phase of the design process is the finalization of design typically performed?
During which phase of the design process is the finalization of design typically performed?
What primarily drives the 'why' of user interaction with an artifact?
What primarily drives the 'why' of user interaction with an artifact?
What method falls under direct methods of user analysis?
What method falls under direct methods of user analysis?
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What is the main focus of Interaction Design?
What is the main focus of Interaction Design?
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In the context of designing interactive systems, what does 'system functionality' refer to?
In the context of designing interactive systems, what does 'system functionality' refer to?
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Who coined the term 'Interaction Design'?
Who coined the term 'Interaction Design'?
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Which phase involves generating concepts and narrowing down options to solutions?
Which phase involves generating concepts and narrowing down options to solutions?
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Which revolution is primarily associated with the birth of Interaction Design?
Which revolution is primarily associated with the birth of Interaction Design?
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What is one of the main considerations when designing the behavior of an artifact?
What is one of the main considerations when designing the behavior of an artifact?
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What user role is emphasized with informative products in Interaction Design?
What user role is emphasized with informative products in Interaction Design?
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What type of methods might be used in the research phase for user analysis?
What type of methods might be used in the research phase for user analysis?
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What is a key characteristic of tangible interaction in Interaction Design?
What is a key characteristic of tangible interaction in Interaction Design?
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What type of knowledge do direct methods primarily focus on obtaining?
What type of knowledge do direct methods primarily focus on obtaining?
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How did the focus of technology change from the Physical to the Digital revolution?
How did the focus of technology change from the Physical to the Digital revolution?
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What does effective Interaction Design aim to achieve?
What does effective Interaction Design aim to achieve?
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Which of the following is a characteristic of semi-structured interviews?
Which of the following is a characteristic of semi-structured interviews?
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What aspect does Interaction Design primarily focus on in relation to users?
What aspect does Interaction Design primarily focus on in relation to users?
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What is an advantage of using daily reports or diaries in research?
What is an advantage of using daily reports or diaries in research?
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Focus groups are primarily designed for which of the following purposes?
Focus groups are primarily designed for which of the following purposes?
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What is the primary goal of observation in qualitative research?
What is the primary goal of observation in qualitative research?
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What is a key difference between qualitative and quantitative methods in research?
What is a key difference between qualitative and quantitative methods in research?
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Which method is NOT considered a direct method of user analysis?
Which method is NOT considered a direct method of user analysis?
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Which method involves a researcher analyzing an expert user performing a specific task?
Which method involves a researcher analyzing an expert user performing a specific task?
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What is a key benefit of using camera studies in research?
What is a key benefit of using camera studies in research?
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Generative sessions are designed to explore which type of knowledge?
Generative sessions are designed to explore which type of knowledge?
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Why is it important to understand 'who we are designing for' in user research?
Why is it important to understand 'who we are designing for' in user research?
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What is one possible limitation of using questionnaires in research?
What is one possible limitation of using questionnaires in research?
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What is one of the essential components in planning user studies?
What is one of the essential components in planning user studies?
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What type of data do sensitive interviews primarily collect?
What type of data do sensitive interviews primarily collect?
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In designing the form of interaction, which elements are essential to consider?
In designing the form of interaction, which elements are essential to consider?
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What should researchers focus on to effectively define their target in user studies?
What should researchers focus on to effectively define their target in user studies?
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Which principle emphasizes the use of data as a new material to design with?
Which principle emphasizes the use of data as a new material to design with?
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What is the primary purpose of data physicalization?
What is the primary purpose of data physicalization?
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Which type of design principle involves artefacts that do not update with new data inputs?
Which type of design principle involves artefacts that do not update with new data inputs?
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How does data materialization differ from data physicalization?
How does data materialization differ from data physicalization?
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What role does emotional engagement play in the design of data objects?
What role does emotional engagement play in the design of data objects?
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What does the concept of embodiment refer to in interaction design?
What does the concept of embodiment refer to in interaction design?
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Which of the following is NOT a potential use of data physicalization?
Which of the following is NOT a potential use of data physicalization?
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What is a key characteristic of constructive design principles (DPs)?
What is a key characteristic of constructive design principles (DPs)?
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What is the primary distinction between affordances and signifiers in design?
What is the primary distinction between affordances and signifiers in design?
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Which type of affordance suggests that an action is possible but is not clearly communicated?
Which type of affordance suggests that an action is possible but is not clearly communicated?
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What does Norman define as properties of affordances that may not actually exist?
What does Norman define as properties of affordances that may not actually exist?
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How might a user's understanding of affordances vary?
How might a user's understanding of affordances vary?
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What term describes affordances that rely on established habits and user patterns?
What term describes affordances that rely on established habits and user patterns?
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Which of the following best exemplifies a false affordance?
Which of the following best exemplifies a false affordance?
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What is crucial for effective interaction flow according to the content?
What is crucial for effective interaction flow according to the content?
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Which of the following is an example of an explicit affordance?
Which of the following is an example of an explicit affordance?
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Study Notes
Interaction Design
- Interaction Design sits between UX Design, Industrial Design, and Human-Computer Interaction
- It concerns interactive and connected products, responsive environments, and multimedia interfaces.
User-Experience Design
- Information architecture organizes, structures, and labels content effectively.
- Visual design creates a visual language for communication (e.g., layout, fonts, color).
- Industrial design shapes the product to contain information.
- Human factors consider human body and psychological interactions with products.
- Human-Computer Interaction focuses on the engineering aspects and quantitative data.
- Architecture deals with physical spaces and their use.
- Sound design creates aural landscapes.
- Materials encompass smart products and clothing.
- Immaterials cover digital and virtual interfaces.
- Ambient design focuses on interactive responsive environments.
Three Major Schools of Interaction Design
- Technology-centered view: Focuses on making technology (especially digital) useful and usable within an artifact.
- Social interaction design view: Emphasizes the interaction between humans and artifacts, facilitating communication.
- Behavioral view: Considers artifacts, environments, and systems as a whole.
Different Definitions of Interaction Design
- High-quality interactive systems that fit into people's lives (Benyon, Turner).
- Subjective and qualitative aspects of digital and interactive things (Moggridge).
- Human interaction and connection through artifacts (Saffer).
- Supports communication and interaction between people (Sharp, Rogers).
- Shaping digital things for people's use (Jonas Lowengen).
History of Interaction Design
- Coined by Bill Moggridge and Bill Verplank in the mid-1980s.
- Related to product design, combining industrial and software.
- Spanning the Industrial, Digital, and Information Revolutions.
- Evolution from craftsmanship to mass production, electronics, and smart connected systems.
- Focus shifted from physical, goal-oriented products to digital then experience-oriented finally physical again.
Designing "For" Interaction
- Tangible interaction: interfaces embedded in artifacts or environments.
- Intangible interaction: users interact with representations of objects.
- Design involves understanding user behaviour, artifacts, and contexts.
- Creativity is key, differentiating it from innovation which requires application and exploitation of new ideas.
What, How, and Why of Interaction?
- What: User capabilities within the interactive system (system functionality).
- How: Interaction initiation and conduct from a user's perspective (current systems).
- Why: User motivations behind interacting with an artifact.
The Design Process
- Research phase: Analyzing why, what, and how in detail for a concept.
- Concept generation: Generating ideas and refining concepts.
- Concept development: Finalizing the design and its engineering.
Methods for User Analysis
- Direct methods: Unstructured interviews, semi-structured interviews, questionnaires, diaries, focus groups observations—exploring user's thoughts/feelings/experiences and behaviour.
- Indirect methods: Questionnaires, daily reports / diaries, focus groups, observation/ethnography, camera studies, shadowing—analyzing user's actions, contexts, experiences, and patterns (knowledge/behavior/feelings).
Designing for Interaction Feedback Systems
- Semanthic approach: Using labels and icons for communicating the product's purpose and functionality.
- Direct approach: Employing physical objects' affordances and interactive elements to guide users on how to interact with the product.
- Feedback: The impact of user actions, communicated through various means (e.g., visual, auditory, tactile).
- Feedforward: Providing information about anticipated or possible actions before a user takes them.
Data Physicalization
- Treating data as a new design material.
- Designing data objects for access, reinterpretation, and emotional engagement.
- Facilitating a user's understanding of, rethinking of, and interaction with data.
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Description
Explore the key concepts of Interaction Design, which bridges the gap between UX Design, Industrial Design, and Human-Computer Interaction. This quiz covers essential topics such as information architecture, visual design, and responsive environments. Test your knowledge on how these elements create effective multimedia interfaces.