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Interaction Design

Malang Jackson Inglés 41 fichas

Fichas del conjunto (41)

  1. 1Conceptual ModelImagining what a system could possibly do, behave and interact with people
  2. 2Kinds of conceptual modelsBased on activities
    Based on objects
  3. 3Instructing (Conceptual Model) Activity BasedThe act of telling a system to perform an action, which often is repetitive
  4. 4Conversing (Conceptual Model) Activity BasedWhen a system mimics human interaction
  5. 5Manipulating and navigating (Conceptual Model) Activity BasedA system which allows, users, to explore interfaces and have control
  6. 6Exploring and Browsing (Conceptual Model) Activity BasedA model which enables people to explore information
  7. 7(Conceptual Model) Object-BasedBased on objects or artifacts. Focus on how an object is used
  8. 8Interface MetaphorConceptual models that combine familiar knowledge with new concepts
  9. 9Interaction ParadigmsA display that would create a realistic environment in which the user would interact
  10. 10Basic Activity of Interaction Design 1Identifying needs and establishing requirements
  11. 11Basic Activity of Interaction Design 2Developing alternative designs
  12. 12Basic Activity of Interaction Design 3Building interactive versions of the designs
  13. 13Basic Activity of Interaction Design 4Evaluating designs
  14. 14Characteristics of the Interaction Design process.Focus on users
    .Specific user goals
    .Iteration(Feedback)
  15. 15Functional RequirementsCapture what a product should do
  16. 16Data RequirementsCapture type, ability to change, persistence, accuracy, and value of data
  17. 17Environmental RequirementsThe setting in which a product will be used
  18. 18User RequirementsIntended user group
  19. 19User ProfileA set of characteristics for a specific user
  20. 20Usability RequirementsUsability Goals
  21. 21Data gathering techniquesInterviews, questionnaires, focus groups, observing work, studying documents, prototypes
  22. 22Hierarchical Task AnalysisBreaking a task down into a subtask and etc.
  23. 23Low-fidelity prototypingA prototype that does not look very much like the final product
    (storyboarding, sketching)
  24. 24Wizard of Oz prototypingCreating the illusion of a functional product
  25. 25High Fidelity PrototypingPrototype built to be closer to the final project
  26. 26Horizontal PrototypingProviding a wide range of functions but with little detail
  27. 27Vertical PrototypingProviding a lot of detail for only a few functions
  28. 28Evolutionary PrototypingEvolving a prototype into the final product
  29. 29Throwaway PrototypingGetting rid of prototypes and building from scratch
  30. 30Interaction ParadigmDesign philosophies that help you think about the product being developed
  31. 31Ubiquitous computing (Pervasive computing)A concept where computing can be used anytime and anywhere
  32. 32Physical designDetailed design of interfaces, such as the screen or keyboard design, icons, and overall structure
  33. 33Guideline for Physical design 1Strive for consistency
  34. 34Guideline for Physical design 2Enable shortcuts
  35. 35Guideline for Physical design 3Offer informative feedback
  36. 36Guideline for Physical design 4Design dialogs
  37. 37Guideline for Physical design 5Offer error prevention
  38. 38Guideline for Physical design 6Permit reversals of actions
  39. 39Guideline for Physical design 7Support control of interactions
  40. 40Guideline for Physical design 8Offer options instead
  41. 41—

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Fichas sobre Interaction Design, creado por Malang Jackson el 24/04/2019.
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Malang Jackson
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