SMAD 317 midterm

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conventions

50-79% of websites follow same design approach so you should too

why is it important to have stakeholders in interactive design?

You need stakeholders to have co-ownership of your research project so that when you do the most relevant research, you have the back up to make changes depending on the research.

industrial design

form—shaping objects in a way that communicates their use while also making them functional

affordance

giving a clue PUSH ME

fitts law

importance of size and distance -If clickable items are too far away, the scrolling time will create a negative impression in the user -make target object large -distance/size=fitt's law

examples of prototypes

-A series of screen designs from Photoshop -A storyboard -A PowerPoint slides how -A video simulating the use of a system -A cardboard mock-up -HTML pages with limited functionality

what is an empathy map?

-A way to explain what users pains and gains are, what they say, do, think, see, hear and feel. -To understand users through research: feel that the other person is feeling and mirror their expression, opinions, and hopes.

Strong HMW

-Addresses who, what, when, where, and why -Brainstorm and sketch out many possible solutions to a problem in a short amount of time -How might we (help user in what way)

design critiques

-Analyzing a design in a group discussion and giving feedback on whether it meets its objectives -Create the scope and agenda, ask the right questions, and document the discussion.

How to create HMW from POV

-Break POV in pieces -amp up good, remove bad -explore opposite -question an assumption -go after adjectives -identify unexpected sources -create an analogy from need or context -change status quos

scenarios

-Describe likely goal-driven interactions between types of users -Short stories that describe a particular persona and what they would do in a specific situation include: 1. Plot: trigger, actions, achieved goal 2. Context: who, where, when, what, and why 3. Motivations & reasons 4. Frustrations & pain points 5. How the future product/service can help reaching end-goal

how to determine if prototype is successful?

-Does this solution meet users' needs? -Has it improved how they feel, think, or do their tasks? -Does the new landing page increase time or money spent on your site?

value of prototypes

-Gain empathy--users can hold, see, and interact -Explore and choose alternatives -Test ideas and gain feedback -Inspire and encourage reflection

what is a strong POV

-Provides focus & frames the problem Inspires your team & people you meet -Fuels brainstorms -Gives a reference to evaluate competing ideas -Saves you from the impossible task of creating concepts that are all things to all people -Revisit/reformulate as you learn by doing

rules of brainstorming

1. Defer judgement 2. Go for volume/quantity 3. One conversation at a time 4. Be visual 5. Headline 6. Build on the ideas of others 7. Stay on topic 8. Encourage wild ideas

what are the approaches to interaction design?

1. User-centered design (UCD) 2. Activity-centered design 3. Systems design 4. Genius design

sketches

When you're stuck and trying to explore more ideas they're quick and disposable

why is user research important to interaction design?

Because the designer is not the user. There is a different experience of the user and the designer, and different terminology as well as different ways of looking at the world.

direct manipulation

By selecting or hovering over something, it should be able to be manipulated. -Clicked, Rescaled, Expanded, etc. -Buttons, checkboxes, etc.

what are the best design principles

Consistency Perceivability Learnability Predictability

what is a prototype?

Creating a concreate embodiment of a concept which becomes a way to test your hypotheses get you closer to your final solution

visual design

Creating a visual language to communicate content Fonts, colors, and layout

what are the iteratives? why are they needed?

Design Discovery-----> Design Exploration ----> Evaluation --->Production 1. Design problem statement 2. Related work, 3. User Research and personas 4. Design alternatives 5. Scenarios and storyboards 6. Initial Design and Prototype 7. Evaluation without and with Users 8. Revision, Design Brief and Presentation

design thinking modes

Empathize-->define-->ideate-->prototype----->test

design thinking mindsets

Empathy -User centered, focus on human values and get feedback Show dont tell -Use illustrative visuals to tell good stories Experiment -Prototyping & evaluation Mindfulness -Know where you are, what methods to use, and what your goals are Action oriented -Define the problem by doing and making Iteration Collaboration -Brainstorming with diverse teams

The Social Interaction Design view

Facilitate communication and connection between humans through products

feedback vs feed forward

Feedback is keeping users informed of their actions... feedforward is more so showing you how to do something so you don't mess up and knowing what will happen before you perform an action

when can you break interaction design standards?

Follow unless the new method is a truly superior alternative

behaviorist view

Functionality and feedback

What are "metaphors"

It's anything that helps communicate to the organization and the design team where the borders of the problem are and what the purpose of the project is.

technology centered view IxD

Make digital technology useful, usable, and pleasurable to use

what are design principles?

Principles that designers follow in order to make meaningful relationships between people and the products or services they use, from computers, to appliances and beyond.

How are stakeholder interviews conducted?

One-on-one interviews are a good way to involve stakeholders. You talk to them to ensure: you have all the info you need about the project, that the user research is most relevant for your project, that stakeholders are engaged in user research and care about the results, and that you dont do research for your org. That someones already done.

qualitative vs. quantitative research

Qualitative- Consists of observational findings that identify design features that are easy or hard to use. Quantitative- In the form of metrics that reflect on if the tasks were easy to perform.

indirect manipulation

Select all function, the Delete Key.

what are the products of interactive design?

Software, robots, appliances, or a gestural interface (facial recognition)

service moments

Specific moments in a process ex: Car wash--Finds car wash, enters, chooses options, pays, moves into wash, car is washed, car is dried, car leaves

types of stakeholders

Stakeholders can be business (upper management, product managers, marketing people, sales, etc) people who help you ensure that you have time and resources needed for your research, Engineers (Developers, quality insurance, techincal/customer support)can give info about technological limitations and possibilities, UX stakeholders (other designers and researchers working on the project) provide you with more knowledge on ur project and with different angles on UX.

core characteristics of design thinking

Starts with people -Human centered & collaborative approach to problem solving -Comprises mindsets and modes

types of metaphors

Story, Creative Brief, Visualization

what is iterative design

This process is intended to improve the quality and functionality of a design. interaction with the designed system is used as a form of research for informing and evolving a project, as successive versions, or iterations of a design are implemented.

POV structure

WE MET, WE WERE AMAZED THAT, IT WOULD BE GAME CHANGING..

feedback

button lights when you use it, tell users they're doing something right!

information architecture

concerned with structure and content

wireframes

created with axure or pen and paper to start laying out the structure of a website or interface

errors

design for errors, allow mistakes!

Normal group technique

everyone brainstorms individually and then shared and recorded in key term on a flip chart.each person anonymously evaluates each one and votes are shared with the group to discuss further

visibility

ex: making the "sign in" button at the top of page noticeable color and looks pushable. primary action button needs this!

use cases

explains in plain language what a certain function does and why.

hicks law

make choices easy for users -reaction time in relation to # of options is directly correlated -Categorizing helps to make the user's choice easier

consistency

make things similar and use similar components 1. aesthetics: mercedes logo? 2. functional 3. internal 4.external

constraints

restrict options to contain user focus ex: photoshop greying out options that you can't use

task flow

show the logical connections that will be built into wireframes

mental maps

stove top bad-- need to match to users thoughts so they think it is intuitive

what are interactions?

user telling the computer what they want to do and computer responding

filtering

using brainstorming and ideation/sketching with a team to filter down ideas and generate more

story boards

visual storytelling with comic like sketches --Determine the story: ADD EMOTION 1. Main character: persona 2. User goal: motivation & task to complete 3. Pain points, problems, frustrations 4. Location, setting 5. Solution (provided by the product or service)


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