Podcast
Questions and Answers
The purpose of design can be described as achieving ______ within constraints.
The purpose of design can be described as achieving ______ within constraints.
goals
A central tenet of interaction design is understanding how an artifact produced will affect how people ______.
A central tenet of interaction design is understanding how an artifact produced will affect how people ______.
work
In the context of design, a ______ involves choosing which goals or constraints can be relaxed so that other goals can be met.
In the context of design, a ______ involves choosing which goals or constraints can be relaxed so that other goals can be met.
trade-off
The 'golden rule' of design emphasizes understanding computers, including their limitations and tools, as well as understanding ______ aspects of users.
The 'golden rule' of design emphasizes understanding computers, including their limitations and tools, as well as understanding ______ aspects of users.
In interaction design, interfaces should always make it clear where you are, what you can do, and where you are ______ in terms of interaction or state of the system.
In interaction design, interfaces should always make it clear where you are, what you can do, and where you are ______ in terms of interaction or state of the system.
A key aspect of interaction design is ensuring that systems give ______ about the effect of an action, which is especially essential in information systems to know where you have been.
A key aspect of interaction design is ensuring that systems give ______ about the effect of an action, which is especially essential in information systems to know where you have been.
The primary goal of interaction design is designing for maximum ______ ensuring that products and systems are easy to use and effective for their intended users.
The primary goal of interaction design is designing for maximum ______ ensuring that products and systems are easy to use and effective for their intended users.
Design patterns in interaction design serve to ______ and reuse existing design knowledge, helping to ensure consistency and effectiveness across different projects.
Design patterns in interaction design serve to ______ and reuse existing design knowledge, helping to ensure consistency and effectiveness across different projects.
According to the CIPP model, you need to evaluate the Context, Input, ______, and Product of the system.
According to the CIPP model, you need to evaluate the Context, Input, ______, and Product of the system.
The 'central message' in design stresses the importance of concentrating on the ______ throughout the design process.
The 'central message' in design stresses the importance of concentrating on the ______ throughout the design process.
In the design process, after gathering requirements through observation and interviews, the features of the system to be designed are ______.
In the design process, after gathering requirements through observation and interviews, the features of the system to be designed are ______.
Gathering as much information as possible about future users is key. People affected directly or indirectly by a system are known as ______.
Gathering as much information as possible about future users is key. People affected directly or indirectly by a system are known as ______.
[Blank] design involves bringing potential users fully into the design process, ensuring their perspectives are directly incorporated.
[Blank] design involves bringing potential users fully into the design process, ensuring their perspectives are directly incorporated.
To support usability, ______ is the ease with which new users can begin effective interaction and achieve maximal performance.
To support usability, ______ is the ease with which new users can begin effective interaction and achieve maximal performance.
[Blank] in the principles of learnability, involves determining the effect of future actions based on past interaction history and operation visibility.
[Blank] in the principles of learnability, involves determining the effect of future actions based on past interaction history and operation visibility.
Flashcards
Interaction Design
Interaction Design
How the artifact produced affects how people work; the design of interventions.
Design
Design
Achieving goals within constraints. Considers purpose and limitations in the design process.
Constraints
Constraints
The limitations on the design process caused by external factors.
Trade-off
Trade-off
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The Golden Rule of Design
The Golden Rule of Design
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"To Err is Human"
"To Err is Human"
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Central Message of Design
Central Message of Design
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Process of Design
Process of Design
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User Focus Steps
User Focus Steps
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Stakeholders
Stakeholders
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Participatory Design
Participatory Design
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Persona
Persona
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Navigation Design
Navigation Design
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Principles to support usability
Principles to support usability
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Learnability
Learnability
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Study Notes
- Interaction design focuses on how artifacts affect people's work habits and the design of interventions.
- Design involves achieving goals within given constraints.
- Goals represent the purpose of the design, while constraints are limitations imposed by external factors during the design process.
- A trade-off is the act of choosing which goals or constraints can be relaxed to allow for the fulfillment of others.
Golden Rule of Design
- Understanding the materials, computers, and people is essential and this includes their limitations, capacities, tools, platforms, psychological and social aspects, and potential for human error.
To Err is Human
- Systems should be designed to minimize the odds that mistakes will occurs and, when they do, to reduce the negative impact.
CIPP Evaluation Model
- Context Evaluation includes: Beneficiaries, Needs, Resources, Problems, Background, Environment
- Input Evaluation includes: Stakeholders, Strategies, Budget, Coverage, Research
- Core Values are located in the center of both context and input evaluations.
- Product Evaluation includes: Impact, Effectiveness, Transportability, Sustainability, Adjustment
- Process Evaluation includes: Actions to develop, Implement, Monitor, and provide Feedback
Central Message
- During design processes, continuous focus should be put on the user.
The Design Process
- Requirements are mapped through observations and interviews to determine the system's desired features.
- Analysis involves ordering gathered requirements to identify key issues using various methods.
- Design uses design guidelines to transition from the desired outcome to the means of achieving it.
- Iteration and prototyping include testing early versions of the system with real users.
- Implementation and deployment involves code writing, writing documentation, and hardware production.
- More information about the system's future users should be secured.
- Stakeholders include people affected directly or indirectly by a system.
- Participatory design involves integrating potential users fully into the design process.
- A persona is a detailed portrayal of an imaginary person representing the core user group.
Navigation Design
- Interaction involves goal-seeking behavior because users may not fully understand the system, and thus, the interface should clarify the user's current location.
- An interface should also outline the user's potential actions and the result of their interaction of state.
- Icons should be explained because they are not naturally self-explanatory.
- The same command with different meaning should be clear.
- The system should provide feedback on the impact of an action, as it is important to know where you have been.
Design Rules
- Designing for maximum usability should be the goal of interaction design.
Principles of Usability
- Usability is achieved through general understanding of the principles of usability, standards and guidelines, and design patterns.
- Principles of usability includes: learnability, flexibility, and robustness.
- Standards and guidelines provide direction for system design.
- Design patterns enables the capture and reuse of design knowledge.
Principles to Support Usability
- Learnability: the ease with which new users can begin effective interaction and achieve maximal performance.
- Flexibility: the multiplicity of ways the user and system exchange information.
- Robustness: the level of support provided the user in determining successful achievement and assessment of goal-directed behaviour.
Principles of Learnability
- Predictability: determining the effect of future based on interaction history, and operation visibility.
- Synthesizability: assessing the effect of past actions through immediate vs. eventual honesty.
- Principles of learnability also include familiarity, generalizability, and consistency.
- Familiarity: how prior knowledge applies to new systems like guessability and affordance.
- Generalizability: extending specific interaction knowledge to new situations
- Consistency: likeness in input/output behavior arising from similar situations or task objectives.
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