INST362 Final Exam

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Wireframes

Form of prototyping, comprised of lines and outlines of boxes to represent emerging interaction designs.

Critical Incident

UX evaluation that occurs during user task performance or other user interaction, observed by the facilitator or other observers or sometimes expressed by the user participant, that indicates a possible UX problem

Vertical prototype

allows testing a limited range of features but those functions that are included are evolved in enough detail to support realistic user experience evaluation.

Ideation

an active, fast-moving collaborative group process for forming ideas for design. It is a tool of design thinking.

Analytical method

based on looking at inherent attributes of the design rather than seeing the design in use.

Empirical method

Employ data observed in the performance of real user participants, usually data collected in lab-based testing.

Design Perspectives

Filters to guide thinking, scoping, discussing, and doing design

Interaction design perspective

How the user operates the system/product

Ecological design perspective

How the system/product works with regards to the external environment

Emotional design perspective

How the user feels when using the system/product

Participatory Design

A democratic process for design entailing user participation in design for work practice. Underlying participatory design is the arguments that users should be involved in designs they will be using, and that all stakeholders, including and especially users, have equal inputs into interaction design.

Design Ontology

A description of all the objects and their relationships, users, user actions, tasks, everything surrounding the existence of a given aspect of a design.

Design Thinking

A mindset in which the product concept and design for emotional impact and the user experience are dominant

Prototype

An early version of the system or product someone is trying to build. It is important because it is a more affordable and quicker way for creators to test and refine their system design.

Ubiquitous Interaction

An interaction occurring not just on computers and laptops but potentially everywhere in our environment. Interactive devices are being worn by people; embedded within appliances, homes, offices, stereos and entertainment systems, vehicles, and roads; and finding their way into walls, furniture, and objects that we carry.

Metaphors

Analogies for communication and explanations. Explain the unfamiliar using conventional knowledge. Use what users already know about an existing system or phenomena. Adapt to help user learn how to use the new system.

Rapid method

Fast and inexpensive, though may be less effective. Can be used for early stages when change occurs rapidly and detailed evaluation is not warranted. Can be used for informal demonstration, getting initial reactions and early feedback from design team, customers, and potential users.

Physical Prototypes

Go beyond screen simulation on a computer - the prototype encompasses the whole device

Users Mental Model

Internal explanation user has built about how the system works. What we do naturally in unfamiliar situations. Starts with imperfect theories. Draws on expertise & prior experience.

Rigorous method

Maximize effectiveness and minimize the risk of errors regardless of speed or cost; refrain from shortcuts or abridgements. Entails full process of preparation, data collection, data analysis, and reporting Can be conducted in a lab or in the field at the customer's location

High Fidelity Prototypes

Prototypes that are more detailed representations of designs, including details of appearance and interaction behavior.

Low Fidelity Prototypes

Prototypes that are not faithful representations of the details of look, feel, and behavior, but give rather high-level, more abstract impressions of the intended design.

Medium Fidelity Prototypes

Prototypes that have an early detailed design. They are for teams that want a bit more fidelity in their design representations than you can get with paper and want to step up to computer based representations.

Domain - Complex Systems

Systems with high degree of intricacy and technical content in the corresponding field of work. Often, characterized by convoluted and elaborate mechanisms for how parts of the system work and communicate, they usually have complicated workflow containing multiple dependencies and communication channels

Phenomenological Aspects of Interaction

The cumulative effects of emotional impact considered over the long term, where usage of technology takes on a presence in our lifestyles and is used to make meaning in our lives

Designer's mental model

The designer's conceptualization of the envisioned system—what the system is, how it is organized, what it does, and how it works.

Wizard of Oz Prototypes

The setup requires two connected computers, each in a different room. The user's computer is connected as a "slave" to the evaluator's computer. The user makes input actions on one computer, which are sent directly to a human team member at the evaluator's computer, hidden in the second room. The human evaluator sees the user inputs on the hidden computer and sends appropriate simulated output back to the user's computer.

Requirement

The term refers to a statement of what is needed to design a system that will fulfill user and customer goals. In the UX domain, interaction design requirements describe what is required to support user or customer work activity needs.

Contextual Analysis

User work activity data interpretation, consolidation and communication

Animated Prototypes

Video animation brings a prototype to life for concept demos, to visualize interaction designs, and to communicate design ideas

Main Focus

Work with the team that created the low-fidelity prototype, and create more visual cues for the user to use various UI elements. These can be illustrated scenarios that show a user how a function works, or how it would look in the end product. Lastly, finalize any relationships between all the UI elements, so the prototype is fully functioning as intended.

Brainstorming

a conference technique of solving specific problems, amassing information, stimulating creative thinking, developing new ideas, etc.,by unrestrained and spontaneous participation in discussion.

Cognitive Affordance

a design feature that helps users with their cognitive actions: thinking, deciding, learning, remembering, and knowing about things.

Custom Style Guide

a document that is fashioned and maintained by designers to capture and describe details of visual and other general design decisions that can be applied in multiple places. Its contents can be specific to one project or an umbrella guide across all projects on a given platform, or over a whole organization.

Think Aloud Technique

a qualitative data collection technique in which user participants verbally externalize their thoughts about their interaction experience, including their motives, rationale, and perceptions of UX problems. By this method, participants give the evaluator access to an understanding of their thinking about the task and the interaction design.

Storyboard

a sequence of visual "frames" illustrating the interplay between a user and an envisioned system. It brings the design to life in graphical "clips," freeze-frame sketches of stories of how people will work with the system.

Physical Mockup

a tangible, 3D, physical prototype or model of a device or product, often one that can be held in the hand, and often crafted rapidly out of materials at hand, and used during exploration and evaluation to at least simulate physical interaction.

Inspection

an analytical evaluation method in which a UX expert evaluates an interaction design by looking at it or trying it out, sometimes in the context of a set of abstracted design guidelines. Expert evaluators are both participant surrogates and observers, asking themselves questions about what would cause users problems and giving an expert opinion predicting UX problems

Contextual Inquiry

an early system or product UX lifecycle activity to gather detailed descriptions of customer or user work practice for the purpose of understanding work activities and underlying rationale.

Heuristic

an informal maxim, rule of thumb, or generalized guideline about interaction design

Information Object

an internally stored work object shared by users and the system. Often data entities central to work flow, being operated on by users; they are searched and browsed for, accessed and displayed, modified and manipulated, and stored back again.

Qualitative data

are non-numeric and descriptive data, usually describing a UX problem or issue observed or experienced during usage. E.g. interviews, observation, think aloud.

Quantitative data

are numeric data, such as user performance metrics or opinion ratings. E.g. Likert-scale question, time-on-task

Work Role

collection of responsibilities that accomplish a coherent part of the work

"T" prototype

combines the advantages of both horizontal and vertical, offering a good compromise for system evaluation.

Quasi-Empirical Evaluation

evaluation methods are empirical because they involve taking some kind of data using volunteer participants, but they are quick and dirty versions of empirical methods, being very informal and not following a strict protocol. Quasi-empirical methods focus on qualitative data to identify UX problems that can be fixed and usually do not involve quantitative dat

Summative evaluation

is about collecting quantitative data for assessing a level of quality due to a design, especially for assessing improvement in the user experience due to formative evaluation.

Horizontal prototype

is effective in demonstrating the product concept and for conveying an early product overview to managers, customers, and users, but usually do not support complete workflows, and user experience evaluation with this kind of prototype is generally less realistic

Formative evaluation

is primarily diagnostic; it is about collecting qualitative data to identify and fix UX problems and their causes in the design.

Iterative Process

one which all or part is repeated for the purpose of exploring, fixing or refining a design or the work product of any other lifecycle activity, It is the "wash, rinse and repeat" characteristic of HCI.

Embodied interaction

refers to the ability to involve one's physical body in interaction with technology in a natural way, such as by gestures.

Critiquing

review and judgment.

Conceptual Design

the part of an interaction design containing a theme, notion, or idea with the purpose of communicating a design vision about a system or product. It is the part of the system design that brings the designer's mental model to life within the system.

Sketching

the rapid creation of freehand drawings expressing preliminary design ideas, focusing on concepts rather than details.

Local prototype

used to evaluate design alternatives for particular isolated interaction details, such as the appearance of an icon, wording of a message, or behavior of an individual function.


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