Fichas
Interaction Design
Fichas del conjunto (41)
- 1Conceptual ModelImagining what a system could possibly do, behave and interact with people
- 2Kinds of conceptual modelsBased on activities
Based on objects - 3Instructing (Conceptual Model) Activity BasedThe act of telling a system to perform an action, which often is repetitive
- 4Conversing (Conceptual Model) Activity BasedWhen a system mimics human interaction
- 5Manipulating and navigating (Conceptual Model) Activity BasedA system which allows, users, to explore interfaces and have control
- 6Exploring and Browsing (Conceptual Model) Activity BasedA model which enables people to explore information
- 7(Conceptual Model) Object-BasedBased on objects or artifacts. Focus on how an object is used
- 8Interface MetaphorConceptual models that combine familiar knowledge with new concepts
- 9Interaction ParadigmsA display that would create a realistic environment in which the user would interact
- 10Basic Activity of Interaction Design 1Identifying needs and establishing requirements
- 11Basic Activity of Interaction Design 2Developing alternative designs
- 12Basic Activity of Interaction Design 3Building interactive versions of the designs
- 13Basic Activity of Interaction Design 4Evaluating designs
- 14Characteristics of the Interaction Design process.Focus on users
.Specific user goals
.Iteration(Feedback) - 15Functional RequirementsCapture what a product should do
- 16Data RequirementsCapture type, ability to change, persistence, accuracy, and value of data
- 17Environmental RequirementsThe setting in which a product will be used
- 18User RequirementsIntended user group
- 19User ProfileA set of characteristics for a specific user
- 20Usability RequirementsUsability Goals
- 21Data gathering techniquesInterviews, questionnaires, focus groups, observing work, studying documents, prototypes
- 22Hierarchical Task AnalysisBreaking a task down into a subtask and etc.
- 23Low-fidelity prototypingA prototype that does not look very much like the final product
(storyboarding, sketching) - 24Wizard of Oz prototypingCreating the illusion of a functional product
- 25High Fidelity PrototypingPrototype built to be closer to the final project
- 26Horizontal PrototypingProviding a wide range of functions but with little detail
- 27Vertical PrototypingProviding a lot of detail for only a few functions
- 28Evolutionary PrototypingEvolving a prototype into the final product
- 29Throwaway PrototypingGetting rid of prototypes and building from scratch
- 30Interaction ParadigmDesign philosophies that help you think about the product being developed
- 31Ubiquitous computing (Pervasive computing)A concept where computing can be used anytime and anywhere
- 32Physical designDetailed design of interfaces, such as the screen or keyboard design, icons, and overall structure
- 33Guideline for Physical design 1Strive for consistency
- 34Guideline for Physical design 2Enable shortcuts
- 35Guideline for Physical design 3Offer informative feedback
- 36Guideline for Physical design 4Design dialogs
- 37Guideline for Physical design 5Offer error prevention
- 38Guideline for Physical design 6Permit reversals of actions
- 39Guideline for Physical design 7Support control of interactions
- 40Guideline for Physical design 8Offer options instead
- 41—
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- Descripción
- Fichas sobre Interaction Design, creado por Malang Jackson el 24/04/2019.
- Creado por
- Malang Jackson
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