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WorksheetsQuiz No. 2 - The Process of Interaction Design
Total questions: 25
Worksheet time: 15mins
Interaction design has specific activities focused on discovering requirements for the product, designing something to fulfill those requirements, and producing prototypes that are then evaluated.
True
False
In the double-diamond of design, this phase is where the designers try to gather insights about the problem.
Discover
Define
Develop
Deliver
In the double-diamond of design, this phase is where the designers develop a clear brief that frames the design challenge.
Discover
Define
Develop
Deliver
In the double-diamond of design, this phase is where the solutions or concepts are created, prototyped, tested, and iterated.
Discover
Define
Develop
Deliver
In the double-diamond of design, this phase is where the resulting project is finalized, produced, and launched.
Discover
Define
Develop
Deliver
This is the first phase in the double diamond where deciding what to design is key.
Understanding the Problem Space
Degrees of User Involvement
What Is a User-Centered Approach?
In a user-centered approach, this means first understanding who the users will be by directly studying their cognitive, behavioral, anthropomorphic, and attitudinal characteristics. This requires observing users doing their normal tasks, studying the nature of those tasks, and then involving users in the design process.
Early focus on users and tasks
Empirical measurement
Iterative design
In a user-centered approach, this is in the early in development, the reactions and performance of intended users to printed scenarios, manuals, and so forth, are observed and measured. Later, users interact with simulations and prototypes, and their performance and reactions are
observed, recorded, and analyzed.
Early focus on users and tasks
Empirical measurement
Iterative design
In a user-centered approach, when problems are found in user testing, they are fixed, and then more tests and observations are carried out to see the effects of the fixes. This means that design and development are iterative, with cycles of design-test-measure-redesign being repeated as often as necessary.
Early focus on users and tasks
Empirical measurement
Iterative design
This activity covers the left side of the double diamond of design, and it is focused on discovering something new about the world and defining what will be developed. In the case of interaction design, this includes understanding the target users and the support an interactive product could usefully provide.
Discovering Requirements
Designing Alternatives
Prototyping
Evaluating
This is the core activity of designing and is part of the Develop phase of the double diamond: proposing ideas for meeting the requirements. For interaction design, this activity can be viewed as two subactivities: conceptual design and concrete design.
Discovering Requirements
Designing Alternatives
Prototyping
Evaluating
This is also part of the Develop phase of the double diamond. Interaction design involves
designing the behavior of interactive products as well as their look and feel. The most effective
way for users to evaluate such designs is to interact with them, and this can be achieved
through this activity.
Discovering Requirements
Designing Alternatives
Prototyping
Evaluating
This is also part of the Develop phase of the double diamond. It is the process of determining the usability and acceptability of the product or design measured in terms of a variety of usability and user-experience criteria.
Discovering Requirements
Designing Alternatives
Prototyping
Evaluating
In the Google Design Sprint, this is considered as Day 1 which focuses on making a map of the challenge and choosing a target, that is, a part of the challenge that can be achieved in a week.
Unpack
Sketch
Decide
Prototype
Test
In the Google Design Sprint, this is considered as Day 4 which focuses on turning the storyboard into a realistic prototype, that is, something on which customers can provide feedback.
Unpack
Sketch
Decide
Prototype
Test
In the Google Design Sprint, this is considered as Day 5 which focuses on getting feedback from five customers and learning from their reactions.
Unpack
Sketch
Decide
Prototype
Test
In Research in the Wild (RITW) framework, this is concerned with appropriating existing infrastructures/devices (e.g., Internet of Things toolkit, mobile app) in situ or developing new ones for a given setting (e.g., a novel public display).
Technology
Design
In Situ study
Theory
In Research in the Wild (RITW) framework, this covers the design space of an experience (e.g., iteratively creating a collaborative travel planning tool for families to use or an augmented reality game for playing outdoors).
Technology
Design
In Situ study
Theory
There are many ways to understand who users are and what their goals are in using a product, including rapid iterations of working prototypes.
True
False
Involving users in the design process assists with expectation management and feelings of ownership, but how and when to involve users requires careful planning.
True
False
These principles are also key for interaction design. Which is NOT considered as a user-centered design principle?
early focus on users and tasks
empirical measurement
iterative design
imperative measurement
This is an online method to inform the choice between two alternatives. It is most commonly used for comparing different versions of web pages or apps, but the principles and mathematics behind it came about in the 1920s (Gallo, 2017).
A/B Testing
Technical Feasibility
Evaluation with users or peers
Quality Thresholds
Usability criteria, technical feasibility, and users’ feedback on prototypes cannot be used to choose among alternatives.
True
False
It is important to have a good understanding of the problem space before trying to build anything.
True
False
There is only one way to understand who users are and what their goals are in using a product, which is rapid iterations of working prototypes.
True
False
