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Questions and Answers
What characterizes an experience in terms of its structure?
Which typology of interaction requires mental effort and is focused on the product at hand?
What does 'situatedness' refer to in the context of experiential perspective on UX?
In experience design, which question addresses the motivation behind using a product?
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What is the primary focus of UX design according to the content provided?
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Which of the following best describes expressive interaction?
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What does the temporary aspect of experiences emphasize?
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What should designers consider regarding the 'how' of interaction?
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What does UI primarily focus on?
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What does the term 'usability' specifically refer to?
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Which of the following statements is true regarding usability and utility?
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Which element is NOT part of the five E's of usability?
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In the honeycomb model of UX, what does 'usable' refer to?
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What is the relationship between effectiveness and usability?
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Which of the following best defines 'satisfaction' in terms of usability?
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What is a key responsibility of a UX designer?
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What is the primary goal of providing a clearly marked 'emergency exit' in a design?
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What does 'error prevention' focus on in user interface design?
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Which heuristic principle is concerned with minimizing a user's memory load?
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What is a key characteristic of an effective error message?
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What factors influence the severity rating of usability problems?
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Which of the following best describes a cognitive walkthrough?
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What should be the goal of the aesthetic and minimalist design principle?
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Why might help and documentation be necessary in interface design?
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What is the primary focus of user-centered design (UCD)?
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Which design approach primarily focuses on the activity and tools rather than the user?
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What defines the system design (SD) approach?
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What is the primary focus of qualitative research?
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Genius design relies on which of the following principles?
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Which of the following is characteristic of quantitative research?
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In interaction design, what does 'affordance' refer to?
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What are the two types of testing mentioned in the content?
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What is a key benefit of prototyping in design?
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What role do signifiers play in interaction design?
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Which example best illustrates activity-centered design?
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Which type of interview involves asking the same questions in the same order across participants?
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Which of the following statements about user-centered design is true?
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How is low-fidelity prototyping primarily characterized?
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What is one reason why qualitative and quantitative evaluations are both important in user-centered design?
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Which of the following is not a characteristic of informal testing?
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Study Notes
User-Centered Design (UCD)
- Emphasizes understanding and meeting user needs.
- Relies on user feedback and knowledge.
- Focuses on solving user problems.
- Examples: Bluetooth sports earphones, dental equipment.
Activity-Centered Design (ACD)
- Prioritizes the activity being performed and the tools used.
- Less focus on user needs, more on supporting tasks.
- Examples: DJ mixer, slice toaster.
System Design (SD)
- Takes a holistic approach, analyzing the entire system including people, devices, and machines.
- Focuses on context and functionality.
- Examples: Bike sharing system, Amazon Locker system.
Genius Design (GD)
- Relies on the designer's expertise and intuition to determine user needs and expectations.
- Involves minimal user involvement until the end for testing.
- Examples: Juicy Salif, Tamagotchi.
IXD Principles
- Affordance: The relationship between the object's properties and the user's capabilities. The way an object can be used.
- Signifiers: Indicators that convey the appropriate way to use an object. They communicate where actions should take place.
- Experience: The ongoing self-talk that occurs during interaction with products or systems.
- Co-experience: Sharing experiences with others through product use.
Typologies of Interactions
- Fluent: Automatic and skilled interaction, done without conscious effort.
- Cognitive: Requires mental effort and focus on the product.
- Expressive: Allows user to build a relationship with the product and evoke emotions.
Experience as a Perspective
- Situatedness: Experiences are influenced by cultural context.
- Temporality: Experiences are influenced by the time in which they occur.
UX Design
- UI (User Interface): The look and feel of a product or web page.
- UX (User Experience): The overall experience a user has with the product or system.
- Usability: The ease of use and access of a product or system.
Honeycomb Model of UX
- Useful: Provides value and addresses user problems.
- Desirable: Captivates and engages users.
- Findable: Content and features are easy to locate.
- Accessible: Navigable by everyone regardless of physical or cognitive abilities.
- Credible: Consistent and reliable product that meets expectations.
- Valuable: Solves problems and provides a return on investment.
- Usable: Easy to use without causing frustration.
Usability
- Usability: Concerned with ease and pleasure of use (how).
- Utility: Provides functions that users need (what).
- Effectiveness: The product performs as expected.
- Efficiency: Users can complete tasks quickly and efficiently.
- Satisfaction: The user has a positive experience with the product.
Qualitative vs. Quantitative Evaluation
- Qualitative: Focuses on understanding "what" and "why". Provides insights and flexibility. Examples: User interviews, focus groups, expert reviews.
- Quantitative: Focuses on measuring "how much" and "how many". Generates statistically significant results. Examples: Surveys, UX questionnaires, eye-tracking studies.
Testing in Design
- Formal Testing: Conducted with technical equipment, professional personnel, and a structured protocol.
- Informal Testing: Conducted without specialized equipment and a simpler protocol.
- Summative Testing: Conducted on completed designs for comparison and analysis.
- Formative Testing: Conducted during the design process to identify problems, gather feedback, and make improvements.
Prototyping
- Prototype: A preliminary model used to communicate design ideas and test user responses.
- Fidelity: The level of detail and realism in a prototype.
Qualitative Methods
Interviews
- Structured Interviews: Use the same questions and format for all interviewees.
- Semi-structured Interviews: Use a set of questions with flexibility for follow-up questions.
- Unstructured Interviews: Unbound by a set of questions, allowing for conversational exploration of the topic.
Usability Heuristics
- Visibility of system status: Users should be aware of what is happening.
- Match between system and the real world: Use familiar language and concepts.
- User control and freedom: Provide users with options to undo and redo actions.
- Consistency and standards: Use consistent language and terminology across the product.
- Error prevention: Design the product to prevent common mistakes.
- Recognition rather than recall: Minimize the user's memory load.
- Flexibility and efficiency of use: Provide shortcuts for experienced users.
- Aesthetic and minimalist design: Avoid unnecessary information.
- Help users recognize, diagnose, and recover from errors: Provide clear error messages and solutions.
- Help and documentation: Keep documentation concise and easily accessible.
Conducting Heuristic Evaluation
- Define heuristics to use for evaluation.
- Set a clear evaluation scope.
- Choose evaluators with relevant skills and experience.
- Provide training for the evaluators.
- Familiarize evaluators with product interface.
- Identify strengths and weaknesses of the product.
- Hold a debriefing session to consolidate findings.
- Report the results in a comprehensive and well-structured manner.
Severity Rating
- Impact: The extent to which the usability problem affects users.
- Frequency: How often the usability problem occurs.
- Persistence: Whether the problem is a one-time occurrence or recurring issue.
Cognitive Walkthrough
- A task-based usability inspection method.
- Utilizes a team of reviewers to walk through user tasks step by step.
- Identifies potential usability problems by considering the user's knowledge and expectations.
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Description
Test your knowledge on different design approaches including User-Centered Design (UCD), Activity-Centered Design (ACD), System Design (SD), and Genius Design (GD). This quiz will help you understand the principles that guide effective design and the importance of user involvement.