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INST362 Finals review

Deemitri Salera English 52 cards

Cards in this deck (52)

  1. 1PersonasHypothetical scenario to represent a specific person in a specific work role and characteristics and how he/she might use the system. Example, user with hearing disabilities uses subtitles while watching video.
  2. 2Why are Personas helpful?Allows designers to make a personal connection with an imagined user
    A persona can encompass multiple user needs
    Easier to design for a subset than the entire population
  3. 3Issues with personas?Researcher can make assumptions that may not be true (implicit bias)
    If personas are not justified by the data, then you can develop wrong personas and ultimately wrong features
    There is no substitute for real users
  4. 4Ideation and its two distinct modesActive, fast-moving collaborative group process for forming design ideas
    Two distinct modes are; Idea creation--generation of new ideas, and critiquing--review and judgement.
    There is no such thing as bad idea, just write what comes to mind and critique afterwards.
  5. 5SketchingRapid creation of freehand drawings to express preliminary design ideas. It is cheap and disposable.
  6. 6Mental ModelAn understanding of how a system works
    Example; How white blood cells are often portrayed as soldiers that fight sickness
  7. 7Conceptual DesignGetting the user's mental model to match the designers, example; metaphors.
  8. 8MetaphorsAnalogies for communication and explanations. Example; Trashcan icon on a desktop
  9. 9StoryboardsA sequence of visual frames to bring design to life. Comic book style illustration
    Includes emotional aspect and not just how user will interact with system.
  10. 10Embodied interactionInvolves the physical interaction with the system in a natural way.
  11. 11Ubiquitous ComputingAmbient technologies or wearable tech, IoT. Alexa, Apple watch, smart homes, etc.
  12. 12Situated InteractionTechnology that are aware of their context. Example; phone silences itself in a movie theater.
  13. 13Horizontal prototypesBreadth or functionalities. Example; complete main homepage but buttons are not clickable
  14. 14Vertical prototypesDepth or features. Can be eveluated realistically. Example; login page that can create a new user.
  15. 15T prototypeMost of user interface is realized at a shallow level and a few parts done in depth
  16. 16Local PrototypeUsed to evaluate design alternatives. Good for when your design team just cant decide on small part of design (appearance or wording) concentrating on the intersection
  17. 17Low FidelityPaper prototype, easily changed and cheap. good at the beginning for flexibility
  18. 18Medium FidelityIncomplete wireframe, to get an intermediate design with more details than low
  19. 19High FidelityAlmost looks like it is ready to go but has not back-end
  20. 20InteractivityShow interaction flow and some kind of behavior.
  21. 21Wizard of Oz prototype (interactivity)Someone behind the scene makes something happen when the tester (user) clicks a button
  22. 22Mockups for physical interactivityusually cardboard materials and paper used to prototype the system.
  23. 23Questionnairesself-reporting data, that is quantitative. Especially good for emotional impact and perceived usefulness
  24. 24System usability scale (SUS)10questions, alternating negative and positive question, 5point likert scale. Robust and extensively used.
  25. 25Demo vs Pilot TestDemo = researcher has control and narrates on what it is. Pilot test = Users have control and goes through the system.
  26. 26Visibility of system statusSystem should always keep users informed on what is going on. Example; having a green light when recording and red when not. or crosswalk devices
  27. 27Match between system and the real worldsystem should speak the users' language with words, phrases and concepts familiar to the user.
  28. 28User control and freedomUser must have an "emergency exit". Example; when asking "are you sure you want to delete this?"
  29. 29Consistency and standardswording should be consistent
  30. 30Error Preventionauto spell check or suggestions
  31. 31Moderated vs UnmoderatedModerated = researchers are easily within communication. used when prototype is in early stages, too complex, or there are security concerns. Needs more effort and can be more expensive.
    Unmoderated = researchers are not easily within reach. usually finished prototype and can reach more people. cheaper and requires less effor.t
  32. 32Double diamond modelstart by finding the right problem, (narrowing it down to a specific one) then finding the right solution (having a lot of ideas and narrowing it down)
  33. 33DiscoverabilityCan users figure out what actions are possible and how to perform them? (does not know if its a button or not)
  34. 34UnderstandingCan people figure out what the controls do? (what does the button do?)
  35. 35Iterative cycle of human centered designObservation -> idea generation -> prototype -> testing -> loop
  36. 36Web content accessibility guideliness (WCAG 2.1)defines how to make the web more accessible to people with disabilities. Website should be (Perceivable, Operable, Understandable, and robust)
  37. 37Contextual inquiry methodsParticipant Observation, Conversation, Unstructured interviews, semi-structured interviews, structured interveiws, questionnaires.
    Respondent has more control at the beginning but there is more uniformity towards the end.
  38. 38ObservationPros: allows for insights into context and can provide a lot of information that was previously unknown.
    Cons: Time-consuming and documentation relies on memory, personal discipline and diligence of the researcher.
  39. 39Interview tipsDont assume to know what the user is thinking
    Ask for anecdotes
    Observe for body language
    Dont lead the question
    Have an interview partner
  40. 40UsabilityCan I use this?
  41. 41UsefulnessWill I use it or Do i need it?
  42. 42Emotional ImpactHow does this make me feel?
  43. 43UX Lifecycle processanalyze -> Design -> Prototype -> Evaluate -> loop
  44. 44AnalyzeContextual Inquiry = collect data and collect work artifacts
    Contextual Analysis = Analysis of collected data, flow model, work roles, and construct WAAD
    Extracting requirements = get required features
  45. 45Inductive ReasoningBottom-up Processes, We have data, lets see if there is a problem.
  46. 46Deductive reasoningTop-Down process, can have taxonomy. There is a problem, lets find data.
  47. 47Engineering ParadigmFocus on reliability, user performance, and productivity. (focus more on functionality) Example; airplane cockpit
  48. 48Human information Processing paradigmRoots is psychology and human factors (how information is sensed, accessed and transformed in the human mind)
  49. 49Design-Thinking paradigmBrings user experience earlier. It includes emotional phenomenological concerns.
  50. 50Ecological PerspectiveHow a system works within its external environment. How a monitor works with CPU
  51. 51Interaction perspectiveHow a user would operate a system. How a user would use a mouse and keyboard.
  52. 52Emotional PerspectiveAesthetics and joy of use. Color scheme of a computer build.

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Flashcards on INST362 Finals review, created by Deemitri Salera on 12/12/2018.
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Deemitri Salera
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