DIG Final
A. Conceptual modeling
* Which is the more important perception of a psychological interface? A. Conceptual modeling B. Real world consistency C. New technologies D. Proper presentation
c. Color can trigger an emotional response in the user
- Why should color be a thought for the user while a designer is in the design process? a. Users care more about aesthetics than anything else. b. Without color, users are less than likely to use a design work. c. Color can trigger an emotional response in the user. d. Using appropriate colors allows the designer to leave their mark on the work. e. Color is the only true thing in our world.
Scenarios
-An informal narrative description -does not describe software or technologies -users jargon free language so that all stakeholders understand -storytelling -conveys user goals -The sixth family enjoys outdoor activities and want to try sailing
Skeuomorphic GUI
-Including decorative elements to make a new version of something appear as an older version -used t make things look familiar and comfortable
Data Gathering Techniques?
-Intervies -Focus groups -Questionnaires/surveys -Direct observations -Indirect observation -Research competition -Culture probes -Choose techniques based on resources, time, target audience etc, -often a few different techniques are -utilized simultaneity -be sure all stokehold
Look and Feel
-The system image is what can be derived from the physical structure that has been built (including documentation). -The user's mental model is developed through interaction with the product and the system image. -denotes questions about the concrete sensory experience of using an artifact— what the user looks at, feels and hears while using it. -requires the concrete user experience to be simulated or actually created -explore and demonstrate options for the concrete experience of an artifact.
Use Cases
-Use cases look at the interaction between and Actor and a system -step by step list format -more formal -more focused on the system -system display options for investigating
WIMP & GUI
-Windows, icons, menus, and pointing -Graphical user interface ___evolved into ___ that also included toolbars and docks often us dialog boxes to guide interaction (wizards and errors)
Hierarchical Task Analysis
-breaks tasks into sub tasks and then sub sub tasks -sub tasks grouped into plans but real tasks are complex and this can get unwieldy -poor at modeling parallel tasks and interruptions -yet allows for quick design comparison, understanding integration complexity and design reuse
Functional
-challenging to a dang of different user abilities -hierarchical levels -special items
Focus groups
-consensus view -highlights areas of disagreement -lets stakeholders meets each other -must be structure
organizational environment
-customer support -training -forums -management structure
social environment
-data sharing -colocation
Usability and experience Goals
-effective -efficient -dafe -utility -learnability -memorability -satisfying -enjoyable -exciting -motivating -fun -provocative -fulfilling -stimulating -rewarding
what are the Requirement types?
-functional -Development -Data -Dual Category -mandated constraints -users -physical environment -social environment -organizational environment -technical environment
Role(storyboards)
-hows a scenario of something being used, a prototype -refers to questions about the function that an artifact serves in a user's life—the way in which it is useful to them. -requires the context of the artifact's use to be established -help focus design discussion on the role of an artifact very early on. -built primarily to investigate questions of what an artifact could do for a user.
Command Line
-interface types -( key words) are typed into a prompt -superseded by GUIs, but still around as keyboard shortcuts -still useful for programming/scripting
physical environment
-lighting -noise -dut -protective clothing -crowds
intervies
-meet users -help them feel involved -explore issuers and scenarios -can be casual
Multimedia
-modern GUIs that include audio and video components -started with interactive CD roms -now eBooks
Mandated constraints
-naming convention -legal constraints
Direct observations
-observer participants in their natural setting -often ethnographers
Implementation
-refers to questions about the techniques and components through which an artifact performs its function—the "nuts and bolts" of how it actually works. -requires a working system to be built -answer technical questions about how a future artifact might actually be made to work. -discover methods by which adequate specifications for Example 9. Look and feel simulation prototypes for a the final artifact can be achieved—without having to define its look and feel or the role it will play for a user.
Development
-release in 6 months -work across platforms -modd
What are Data Interpretation?
-scenarios -use cases -tasks cases essential use cases -task analysis
Dual category
-secure and feel safe
Culture probes
-send a kit to potential users -long answer questions camera, timeline, collage, crayons -returned to designers later
Web
-subset of GUI/ multimedia -very trendy based on technology and language
Data
-sync with server -reload past checkpoints
technical environment
-tech limitation -hardware reqs -platforms
Data Viz
-transform data into another media (graphic, sound) to quickly recognize trends -can be interactive to show relationships and network
users
-tutorials for noobs -cultural icons
Indirect observation
-user diaries -data related product manuals -review related training manuals
What questions do you ask when need findings?
-what are the users capabilities? -what are they trying to achieve? -how are they achieving it currently? -how are they achieving it currently? -would their use experience be more effective and more enjoyable if supported in different ways
Research competition
-what do similar products and services from competitors offer? -what do they lack?
Prototyping
-whether an idea is reasonable is to test it. -to ensure that the problem is well understood. -example, a project might require the skills of a programmer, an interaction designer, an industrial designer, and a project manager. -any representation of a design idea, regardless of medium. -problem can be simultaneously approached from 3 points of view implementation role look and feel -asking and answering design questions. -"high-fidelity" and "low-fidelity"
Questionnaires/surveys
-wider perspective -opinions of currents systems -opinions of future features initial vetting of -people to interview later
When Data gathering you?
-you don't want to rely on your assumptions -you want to prove that you are right -find out early that you are wrong and then adapt/clarify
a. interview
Alex want to do study for children's education. He is studying to see if children have knowledge about old technology from ten years before their time. He want to see how many children can recognize how they can use it and wants to accurate results by himself. Which of the following data gathering would be work best to start with? a. interview b. focus group c.direct observation d. indirect observation e. Questionare/surveys
D) Knowledge-based mistake
An individual is asked to use a program that they have never encountered before to complete a task. Subsequently, an error was made and the task was done incorrectly. What type of slip/mistake would this be categorized as? A) Memory-lapse slip B) Mode-error slip C) Rule-based mistake D) Knowledge-based mistake E) Memory-lapse mistake
A. Capture Error
Herbert has been an iPhone user since the first generation iPhone was released. He always uses the home button to wake up his phone. Recently he had to use an Android phone as a temporary replacement. Every time he tried to wake up the phone he tried pressing the home button as he would on the iPhone, but found that there was no home button since the Android buttons do not do anything when the phone is asleep. What kind of error is this? A. Capture Error B. Description Error C. Data-Driven Error D. Associative Activation Error E. Mode Error
D) A designer wants to test the functionality of a product and sell his idea to consumers
High fidelity prototypes should be used when.... A) A designer only has a short period of time to complete a project B) Designers don't have access to final materials C) Designers want testers to focus on superficial issues D) A designer wants to test the functionality of a product and sell his idea to consumers E) Developers and designers are looking to make changes to a product
C. Visual stimulation is voluntary
Humans' perception of audio and visual stimulation differ because: A. They use different hemispheres of the brain B. Audio does not involve muscular stimulation C. Visual stimulation is voluntary D. Instinctively audio has helped humans avoid prey in the past E. Visual stimulation does not involve muscular stimulation
D. Vertical prototype
If I wanted to make a prototype of a phone app that would only have a few of the functions, but they were in great detail of each one that will be shown, What prototype would I make? A. Look and feel prototype B. Horizontal prototype C. Implementation prototype D. Vertical prototype E. High fidelity prototype
B: Signifiers
If you want to open a door and you are unsure to push or pull what is needed on the door to assist you? A: Affordance B: Signifiers C: Mapping D: Feedback E: Controls
B. void setup() and void draw()
In processing, the sketch can not process without ______? A. <html></html> and <body></body> B. void setup() and void draw() C. .h1 { and .text { D. <div> </div> E. float and int
C. Goals
In the Medium is the Massage, McLuhan says "the youth of today reject ____ ,They want roles - R.O.L.E.S." What are they rejecting? A. Education B. Jobs C. Goals D. Technology E. Pigeonholing
B) Write and refine pseudocode
In the five steps of writing code, which step is missing: 1) Write it out in your native language first 2) Identify all required information you need to track, then store tasks to perform 3) 4) Determine if functions are close to what is needed are built into your programming language 5) Finally, translate into actual programming code Choices: A) Create functions B) Write and refine pseudocode C) Send it to your mother to see if she likes it D) Connect to a server so you can write in HTML E) Calculate numerical values for each line of code
A. Human Senses
Marshall McLuhan believes that technology is an extension of what? A. Human Senses B. Critical Thinking C. Opinions D. Artistic Influence
B. 1967
Marshall McLuhan wrote the medium is the message in what year? A. 1965 B. 1967 C. 1975 D. 1990 E. 1900
C) Psychic and Physical
Question: "All media are extensions from of what two human faculties?" A) Spiritual and Physical B) Psychic and Ethical C) Psychic and Physical D) Physical and Moral E) Personal and Psychological
B: High fidelity prototypes can be timely and costly (time = money); with a low fidelity prototype, I can save money and time by using a paper prototype to test my new application.
Question: Which of the following is a negative drawback for using high fidelity prototypes and a valid reason for choosing to use a low fidelity prototype instead? (In other words, which option is a valid reason for neglecting to choose high fidelity prototypes for testing and deciding to use low fidelity prototypes instead?) A: High fidelity prototypes do not involve the use of the final materials needed; a low fidelity prototype would convey my final and complete design of my product to the user. B: High fidelity prototypes can be timely and costly (time = money); with a low fidelity prototype, I can save money and time by using a paper prototype to test my new application. C: High fidelity prototypes do not tend to be visually accurate and can confuse my target audience; low fidelity prototypes are consistently visually accurate and my target audience can expect my product's design to not change much. D: High fidelity prototypes are only sketches and scenarios; low fidelity prototypes present the users/testers with a prototype very similar to what they might find in stores. E: High fidelity prototypes are quick and simple to develop; low fidelity prototypes involve a lot more work to implement.
D) Low Fidelity Prototypes
Sketching, storyboarding, and 3D prints/ models are examples of ______. A) High Fidelity Prototypes B) Prototype Frameworks C) Compromise Prototypes D) Low Fidelity Prototypes E) Designing Alternatives
C. Role Prototype
Storyboards are an example of: A. Implementation Prototype B. Look and Feel Prototype C. Role Prototype D. Conceptual Model E. High Fidelity Prototype
d) Testers will notice superficial issues that they want to change.
What is NOT an advantage of a prototype? a) It allows user's to test design alternatives. b) It helps to answer many questions about the product. c) Keeps members on the same page. d) Testers will notice superficial issues that they want to change. e) Helps with the evaluation process.
D) Seconds, minutes and hours of base 10 since every other system we use (such as the decimal system) is base 10
What is Norman's version of digital time and why did he propose this? A) Time in 24 hours instead of two sets of 12 because there is confusion with AM and PM B) Our current time base but automatically update all digital clocks to accurate Greenwhich time C) One time for the whole world because it is confusing to add or subtract hours based on different time zones D) Seconds, minutes and hours of base 10 since every other system we use (such as the decimal system) is base 10 E) He does not have a version of digital time, he says our system is fine the way it is
B) A description of the steps of computer code that solves a problem written out in English
What is Pseudo Code? A) Fully ciphered code that is understandable information B) A description of the steps of computer code that solves a problem written out in English C) Algorithms that explain why the code works the way it does D) Text portraying code in a different language E) Fake code that is interpreted
C. Gestalt
What is another term for "oneness or wholeness," better known as unity? A. Dada B. Ganze C. Gestalt D. Konst E. Geheim
4. Observation
What is the first process of the human-centered design process 1. Ideation 2. Testing 3.Prototyping 4. Observation 5. Hypothesis
All
What strategies does Don Norman outline for ideation? A- Question everything B- Generate numerous ideas C- Be creative without regard for constraints
C. Useful communication device
What's an advantage of a "Low Fidelity prototype"? A. Use for exploration and test B. Marketing sales tool C. Useful communication device D. User driven E. Complete functionality interaction
b. What you (the designer) needs.
When applying the Design Process, you first have to do your Needs Finding, which is more complex than asking, "What do you need?" That being said, one is more interested in the following except: a. What capabilities does the design have? b. What you (the designer) needs. c. How are the goals currently being achieved? d. How can user experiences become more enjoyable in different ways? e. Is the design achieving the goals that it was set up for?
A) { C) background( )
Which of the following are part of the language for processing? A) { B) [ C) background( ) D) <body> E) <p>
c) Mixed views of physical world with with digital envoronment
Which of the following does not apply to virtual reality? a) Stereoscopic glasses b) Simulated environment c) Mixed views of physical world with with digital envoronment d) Highly engaging e) Removes user from local world
c. They require very little time
Which of the following is NOT true regarding High Fidelity Prototypes? a. They are rendered in high resolution b. They are visually accurate c. They require very little time d. They use final materials e. They allow for functionality testing
D- Involves Sketchings and Storyboards
Which of the following is a characteristic of a low-fidelity prototype? A- Uses final materials B- Visually Accurate C- Tests functionality D- Involves Sketchings and Storyboards
B) Relying on self-reporting.
Which of the following is a flaw for using a natural setting for evaluating a prototype? A) Finding unexpected flaws. B) Relying on self-reporting. C) Having control over the environment the prototype is in. D) Handing over the prototype to the user. E) Allowing for designer bias.
C) Stelarc
Which of the following proposes that "the body is obsolete"? A) Ann Hamilton B) Sabrina Raaf C) Stelarc D) Carl Andre E) Mathew Mosher
D -A 3D Model
Which of the following would count as a High Fidelity Prototype? A- A Sketch B- A StoryBoard C- A product that was made using FINAL materials D -A 3D Model
e. Exploring and evaluating design ideas
Which of the the following choices is not a part of the six distinguished important implications of interactivity? a. Power and Play b. Participation versus Interaction c. Proximity and Manipulation d. Strategies of Seduction e. Exploring and evaluating design ideas
B. The pureness of the color.
Which of these describes saturation? A. The family of color B. The pureness of the color. C. Differences between shades of gray. D. A pleasing arrangement of colors. E. A single color that varies almost exclusively on a value scale.
B. Outlining a shape with a thick black stroke in a composition of other shapes that don't have outlines
Which of these examples would effectively BRING EMPHASIS TO or CREATE A FOCAL POINT within a composition (assuming the object being manipulated within each example is the desired emphasis/focal point)? A. Placing two equally sized blue squares on either side of a white square canvas (in the same relative positions left and right) B. Outlining a shape with a thick black stroke in a composition of other shapes that don't have outlines C. Desaturating the color of a line (that originally was very bright/saturated) that is next to other equally desaturated lines D. Taking a lone circle previously in the upper right corner of the canvas and placing it next to the rest of the remaining circles in the lower left corner of the canvas E. Increasing the contrast value on a portrait's face to match the contrast value of the rest of the background
D. Demonstration
Which of these is not a type of evaluation? A. Opportunistic B. Controlled setting C. Inspections D. Demonstration E. Natural setting
A. Stelarc
Who said "The body is obsolete"? A. Stelarc B. Ann Hamilton C. Sabrina Raaf D. Yoko Ono E. John Cage
B. Client expects prototype to be exact to the final product.
Why is it not always a great idea to use a high fidelity prototype? A. Client gets a good visual of the final product B. Client expects prototype to be exact to the final product. C. Uses materials in the product D. Enables client to test functions E. Easier to sell your ideas to client
B) To establish what setting under which the task will be performed
Why should there be an early focus on user tasks when creating a user centered design? A) There should not be any focus on the user at all B) To establish what setting under which the task will be performed C) To establish big expectations D) To create something new and exciting E) Make some decisions with the user in mind
low-fidelity prototype
a prototype that is sketchy and incomplete, that has some characteristics of the target product but is otherwise simple, usually in order to quickly produce the prototype and test broad concepts.
Interactive Artists and Designers
as anyone who creates a prototype in order to design, regardless of job title.
Evaluation
first, perceiving what happened in the world; second, trying to make sense of it (interpreting it); and, finally, comparing what happened with what was wanted
Compromise
requirements will come from different sources, all of which are legitimate, all of which need to be resolved.
High-fidelity prototype
take a long time and set high expectations. They use final materials and many designers are reluctant to make changes because of how much time and resources go into creating them. They do, however, accurately test the functionality of a product or design and sell ideas. -a prototype that is quite close to the final product, with lots of detail and functionality. From a user testing point of view, a high-fidelity prototype is close enough to a final product to be able to examine usability questions in detail and make strong conclusions about how behavior will relate to use of the final product.