Podcast
Questions and Answers
What is an assumption in the context of claims and assumptions?
What is an assumption in the context of claims and assumptions?
- Testing something for its validity.
- Taking something for granted without testing it. (correct)
- Making a conclusion based on past experiences.
- Stating that something is true without evidence.
Why is articulation of the problem space beneficial for a team?
Why is articulation of the problem space beneficial for a team?
- It minimizes the chances of incorrect assumptions. (correct)
- It focuses solely on technical constraints.
- It speeds up the design process.
- It allows individual opinions to dominate.
Which of the following questions is NOT part of the core questions used to define problem space?
Which of the following questions is NOT part of the core questions used to define problem space?
- What are the problems with the existing product or user experience?
- How do you think your proposed design ideas support current ways of doing things?
- What are the current technologies available? (correct)
- What activities do children enjoy doing?
What is the primary goal of 'exergaming' mentioned in the problem space example?
What is the primary goal of 'exergaming' mentioned in the problem space example?
Which demographic is primarily highlighted in the context of physical inactivity in the class activity example?
Which demographic is primarily highlighted in the context of physical inactivity in the class activity example?
What is a key question to ask when designing for a new user experience?
What is a key question to ask when designing for a new user experience?
Why is reflection upon ideas in early stages crucial for a design team?
Why is reflection upon ideas in early stages crucial for a design team?
What overall theme does the problem space framework focus on?
What overall theme does the problem space framework focus on?
What is a conceptual model in the context of user interaction?
What is a conceptual model in the context of user interaction?
What is a common issue that arises from using metaphors in design?
What is a common issue that arises from using metaphors in design?
Which of the following is NOT one of the five main types of interaction?
Which of the following is NOT one of the five main types of interaction?
How can conceptual models be made more innovative?
How can conceptual models be made more innovative?
What is the primary function of the 'Manipulating' interaction type?
What is the primary function of the 'Manipulating' interaction type?
Which scenario best illustrates the 'Responding' interaction type?
Which scenario best illustrates the 'Responding' interaction type?
What characteristic of conceptual models can often constrain design?
What characteristic of conceptual models can often constrain design?
How can sorting files be described within a conceptual model?
How can sorting files be described within a conceptual model?
What is the first step in interaction design according to the overview?
What is the first step in interaction design according to the overview?
What does the problem space help to define before hypothesizing solutions?
What does the problem space help to define before hypothesizing solutions?
Why is it recommended to evaluate user experiences before starting to code?
Why is it recommended to evaluate user experiences before starting to code?
What is a common misconception about the problem space?
What is a common misconception about the problem space?
What should be defined after articulating the nature of the problem space?
What should be defined after articulating the nature of the problem space?
What aspect is essential to consider while understanding the problem space?
What aspect is essential to consider while understanding the problem space?
What is a consequence of beginning the design process without proper preliminary thinking?
What is a consequence of beginning the design process without proper preliminary thinking?
What can ill-thought-out ideas lead to in the design process?
What can ill-thought-out ideas lead to in the design process?
What is the main benefit of understanding the problem space before designing?
What is the main benefit of understanding the problem space before designing?
Which of the following best defines a conceptual model?
Which of the following best defines a conceptual model?
What role do metaphors and analogies play in conceptual models?
What role do metaphors and analogies play in conceptual models?
What is one advantage of conceptualizing the design space for design teams?
What is one advantage of conceptualizing the design space for design teams?
How does a conceptual model benefit design discussions among team members?
How does a conceptual model benefit design discussions among team members?
What is NOT a characteristic of a conceptual model?
What is NOT a characteristic of a conceptual model?
What was the user experience in relation to technology changes in watching TV from the 1970s to now?
What was the user experience in relation to technology changes in watching TV from the 1970s to now?
What is one potential problem space identified in the content for designing user experiences?
What is one potential problem space identified in the content for designing user experiences?
Flashcards
Problem Space
Problem Space
The process of thoroughly understanding and defining a design challenge before proposing solutions. It involves research to understand user needs, existing systems, and the overall context of the problem.
User Experience Goals
User Experience Goals
Specific objectives related to how users interact with and feel about a design. These goals aim to make the user experience enjoyable, efficient, and meaningful.
Early Stage Design Focus
Early Stage Design Focus
Prioritizing user research and understanding the problem space before diving into visual design, coding, or system architecture.
Benefits of Problem Space Analysis
Benefits of Problem Space Analysis
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Conceptual Models
Conceptual Models
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Metaphors in Design
Metaphors in Design
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Interaction Types
Interaction Types
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Why is early stage design crucial?
Why is early stage design crucial?
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Assumption
Assumption
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Claim
Claim
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Articulation
Articulation
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Benefits Of Articulation
Benefits Of Articulation
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Problem Space Framework
Problem Space Framework
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Existing Product Problem
Existing Product Problem
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New User Experience Design
New User Experience Design
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Desktop Metaphor
Desktop Metaphor
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Recycle Bin Analogy
Recycle Bin Analogy
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Instructing Interaction
Instructing Interaction
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Conversing Interaction
Conversing Interaction
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Manipulating Interaction
Manipulating Interaction
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Exploring Interaction
Exploring Interaction
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Responding Interaction
Responding Interaction
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Design Space
Design Space
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Why Conceptualize the Design Space?
Why Conceptualize the Design Space?
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Benefits of Conceptual Model
Benefits of Conceptual Model
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Technology's Impact on User Experience
Technology's Impact on User Experience
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Problem Space Understanding
Problem Space Understanding
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Research Questions in Design
Research Questions in Design
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Study Notes
Understanding Interaction
- Interaction design course introduction
- Overview of core concepts in interaction design
Overview
- Starting point for design
- Understanding the problem space is crucial for interaction design
- Conceptual models
- Metaphors
- Interaction types
Where do we start from?
- Begin by considering the existing media sharing apps, focusing on safety, efficiency, and enjoyment
- Sketch possible UI designs
- Evaluate existing architecture and structure
- Analyze user experiences and existing media tools/apps
- Reflect on the identified information and potentially developing your design based on this data
- A "better" method to begin: Understand user requirements/experiences and study existing tools first. This saves both time and money
Where do we start from? (continued)
- Early conceptual ideas can be modified easily; code-related designs are harder to change
- This will be discussed further in the prototyping lecture
Where do we start from? (continued)
- Start coding immediately is tempting but can exclude crucial design principles
- It is more efficient to rethink and redesign before coding
- Time cost of rethinking/redesigning is less than the time/money loss of initial coding mistakes
Problem Space
- Problem space is a process for defining/understanding the problem before designing solutions
- It's not a physical space but an abstract process that informs solutions
- Steps in the cyclical problem space definition: discovery, definition, learn, hypothesize, test, design, and delivery
- Problem space involves defining problems before forming solutions for a system
- It is important to identify technologies, and user experience
Problem Space (continued)
- Define technologies and design physical aspects after problem articulation
- Prioritize understanding and conceptualizing user experience improvement
Problem Space (continued)
- Understanding usability and user experience goals is key to defining the problem space
- Identifying and understanding the involved technologies
- Defining any assumptions/claims
Note: Claims and Assumptions
- Assumptions: Accepting facts as true without testing (e.g., "people want to watch TV in the car")
- Claims: Asserting something is true, but it may still be open to question (e.g., "using speech to control GPS while driving is safe")
Problem Space (further)
- Problem space articulation happens within a team
- Inputting a range of perspectives (e.g., project managers, software engineers) is helpful
- Important to balance time spent in early understanding and problem space definition to ensure design fits team constraints and budgetary constraints
- Reflection can help team understanding/agreement
Problem Space Framework
- Questions to help define the problem space
- Existing product/user experience issues. Why?
- How can the proposed designs address/overcome these?
- Design ideas if no existing major problems with current user experience: how do the ideas support, change, or extend the current processes
Example - Class Activity
- High rates of inactivity/obesity in children
- "Exergaming" (active video games) as a potential solution
- Defining the problem space: Defining what the problem space is regarding children's activity levels and gaming activity is key to understanding the next steps in the design process, and this step is essential to determining if exercise gaming is the best way to increase activity engagement
- Identifying children's current exercise habits and gaming experiences
- Considering social/cultural/technological factors
- How design ideas support/change/extend existing activities
- Design ideas for improving/creating exercise focused gaming
Example - Class Activity (continued)
- Improving existing technology to motivate/encourage primary school-aged children for increased exercise
- Creating new kinds of interactive technology to encourage children, and its potential
Example 2 – Class Activity
- Effects of technology on user experience
- Historical user experience of watching TV (e.g., 1970s/80s)
- Modern TV viewing experience
- Defining problem space for each era
From problem space to design
- Understanding the problem space guides design decisions
- Generate research questions (e.g., interface types, behaviours, functionalities)
- Development of a conceptual model needs to occur before solidifying these design decisions
Conceptualise the design space
- Determining the best approaches for visual representation of the design space
- Conceptual model for the proposed solution relative to the user
- Advantages of effective conceptualization:
- Guide team by creating focus on targeted areas
- Explore diverse ideas to help solve issues/problems (open-mindedness)
- Establish common terms to avoid confusions
Conceptual Models
- Simplified representation of a system to aid understanding and explanation of processes
- High-level description of system organization and functionality
- Abstraction of user interactions/capabilities within a product
- Aims to ensure designers have a clear understanding of the design/product before building the code
Conceptual Models (continued)
- Conceptual model provides guidance/structure, interrelations between ideas
- Metaphors/analogies are tools for conceptualisation/understanding what the product does.
- Visualize the task/interface using examples e.g., desktop metaphor, shopping cart metaphor
Conceptual Models (continued)
- Focus on aspects exposed in the product for users like attributes, data, and potential actions
- Emphasize relationships between different elements/components
- Demonstrate connections between concepts and desired user experience (e.g., finding a file, sorting)
Conceptual Model - Desktop
Issues with metaphors
- Potential violations of conventions/cultural expectations in some metaphors (e.g., placing recycle bin on desktop)
- Metaphors can limit the flexibility/creativity of the design
- Reusing/transposing flaws/downfalls from earlier designs can be an issue
- Designers limited by their design choices/metaphors
Interaction types
- Five key types of interaction: instructing, conversing, manipulating, exploring, responding to guide/shape interactions within a product
- Each type has specifics like commands, questions, interactions with objects in physical/virtual space, and initiating product responses
Interaction Types (continued)
- Which method is the "best" will hinge greatly on the problem space, given the interplay between the task/system and the user
- Careful mix/match is required for most designs
More factors to consider
- Paradigms: Principles/approaches adopted by a community (e.g., from WIMP to GUI)
- Utopian/dystopian visions in relation to technology and human interaction:
- Vision of how technology may change human life: easier/worse depending on societal perspectives/goals
- Various relevant theories from other fields and areas
- Models based on theories to explain user interaction
- Frameworks that help constrain the design scope/user experience
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Description
This quiz serves as an introduction to the core concepts of interaction design. It covers the essential aspects of starting the design process, understanding user requirements, and evaluating existing tools. Prepare to explore conceptual models, interaction types, and the importance of user experience.