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WorksheetsHCI101 REVIEWER
Total questions: 60
Worksheet time: 30mins
Designing interactive products to support the way people communicate and interact in their everyday and working lives.
Computer Interaction
Human Interaction
Interaction Design
Allowing the team to explore a range of different ideas to address the problems identified.
Interaction
Common Ground
Conceptualizing Interaction
Open-Mindedness
it is important to conceptualize them in terms of what the proposed product will do.
Orientation
Model
proof of concept
Open-Mindedness
The user experience refers to how a product behaves and is used by people in the real world.
User Interface
Usability
User Experience
User Interaction
Accessibility refers to the extent to which an interactive product is accessible by as many people as possible
Utility
Accessibility and Inclusiveness
Memorability
Accessibility
involves mental effort, attention, judgment, and decision making, which can lead to new ideas and creativity.
Reflective Cognition
Perception
Experiential Cognition
Cognition
developing a conceptual model that uses a conversational style of interaction is that it allows people to interact with a system in a way that is familiar to them.
Exploring
Manipulating
Advantage
Instructing
is a general goal, and it refers to how good a product is at doing what it is supposed to do.
Accessibility
Learnability
Safety
Effectiveness
Involves creating, manipulating and making meaning through our engaged interaction with physical things.
Social Engagement
Embodied Interaction
Sharable Interfaces
Cognitive Tracing
Approach was developed to study the nature of cognitive phenomena across individuals, artifacts and internal and external representation(Hutchins, 1195).
Cognitive Tracing
External Cognition
Computational Offloading
Distributed cognition
it is concerned with making systems easy to learn and use.
Usability
Utility
Learnability
Visibility
is a general goal, and it refers to how good a product is at doing what it is supposed to do.
Memorability
Safety
Effectiveness
Efficiency
refers to the way a product supports users in carrying out their tasks.
Accessibility
Efficiency
Visibility
Effectiveness
refers to the extent to which the product provides the right kind of functionality so that users can do what they need or want to do.
Feedback
Learnability
Utility
Effectiveness
involves protecting the user from dangerous conditions and undesirable situations.
Affordance
Consistency
Safety
Memorability
refers to how easy a product is to remember how to use, once learned
Effectiveness
Utility
Memorability
Learnability
refers to how easy a system is to learn to use.
Efficiency
Learnability
Safety
Memorability
the quality or condition of being easy to understand or do
Memorability
Usability
Simplicity
Accessibility
are used by interaction designers to aid their thinking when designing for the user experience.
Gesture-based Interfac
UI Design
Graphical User Interfaces (GUIs
Design Principles
The more visible functions are, the more likely it is that users will be able to know what to do next.
Visibility
Affordance
Consistency
Feedback
___________ involves sending back information about what action has been done and what has been accomplished, allowing the person to continue with the activity.
Consistency
Feedback
Memorability
Constraints
The design concept of constraining refers to determining ways of restricting the kinds of user interaction that can take place at a given moment.
Utility
Constraints
Memorability
Learnability
This refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks.
Constraints
Affordance
Visibility
Consistency
This is a term used to refer to an attribute of an object that allows people to know how to use it.
Efficiency
Usability Goals
Affordance
Accessibility
Designers try to gather insights about the problem. (insight to the problem)
Develop
Define
Discover
Deliver
Solutions or concepts are created, prototyped, tested, and iterated. (potential solutions)
Deliver
Discover
Develop
Define
Designers develop a clear briefthat frames the design challenge.(area to focus upon)
Define
Deliver
Founder
Discover
The resulting project is finalized, produced, and launched.(solutions that work)
Design
Develop
Deliver
Define
it relies largely on the experience and creative flair of a designer.
Genius design
Systems design
User-centered design
Activity-centered design
is a structured, rigorous, and holistic design approach that focuses on
context and is particularly appropriate for complex problems
Web Design
Genius design
Systems design
User-centered design
It focuses on the behavior surrounding particular tasks. Users still play a significant role, but it is their behavior rather than their goals and needs that is important.
Activity-centered design
Genius design
Systems design
User-centered design
the user knows best and is the guide to the designer; the designer’s role is to translate the users’ needs and goals into a design solution..
Systems design
Activity-centered design
Genius design
User-centered design
also called Online Crashing Analysis that automatically collect information from users that is used to improve applications in the longer term
Rapid Expert Design
Systems design
Error Reporting Systems (ERSs)
Participatory Design
Referred to as cooperative design or co-design.
An overarching design philosophy that places those for whom systems, technologies, and services are being designed, as central actors in creation activities.
Rapid Expert Design
Activity-centered design
Participatory Design
User-centered design
the users’ role is to validate ideas generated by the designer, and users are not
involved during the design process itself
Rapid Expert Design
Iterative Design
Participatory Design
Genius Design
cycles of design-test-measure-redesign being repeated as often as necessary.
Participatory Design
Early focus on users and tasks
Empirical measurement
Iterative design
First understanding who the users will be by
directly studying their cognitive, behavioral, anthropomorphic, and attitudinal characteristics.
Observing users doing their normal tasks.
Participatory Design
Early focus on users and tasks
Iterative design
Empirical measurement
Early in development, the reactions and performance of intended users to printed scenarios, manuals, and so forth, are observed and measured.
Users interact with simulations and prototypes.
Systems design
Empirical measurement
Designing
Iterative design
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
Technology
Theory
A/B testing
In situ study
Investigating a theory, idea, concept or observation about a behavior, setting or other phenomenon using existing ones or developing a new one or extending an existing one.
Theory
A/B testing
Technology
In situ study
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).
Design
Theory
Frame Work
Technology
Concerned with evaluating in situ an existing device/tool/service or novel research-based prototype when placed in various settings or given to someone to use over a period of time.
Theory
Technology
Design
In situ study
Concerned with appropriating existing infrastructures/devices (e.g., Internet of Things toolkit, mobile app)
RITW
Technology
Theory
A/B Testing
Covers the left side of the double diamond of design
This includes understanding the target users and the support an interactive product could usefully provide. This understanding is gleaned through data gathering and analysis
Evaluating
Prototyping
Designing
Discovering
Core activity of designing and is part of the Develop phase of the double diamond.
Prototyping
Designing
Processing
Discovering
the alternative designs so that they can be communicated and assessed.
Discovering
Evaluating
Prototyping
Designing
the product and the user experience it offers throughout the process.
Evaluating
Discovering
Prototyping
Designing
Is used to represent a model that captures a set of activities and how they are related.
Decide on the Best
Unpack
Lifecycle Model (Process Model)
Google Design Sprint
This time is used to choose the right design challenge, gather the right team, and organize the time and space to run the sprint
Test with Target Customers
Sketch Competing Solutions
Setting the Stage
Google Design Sprint
refers to the importance of designing communication system to enable participants and their activities to be visible to one another
Awareness
Sharable Interfaces
Social Translucence
Social Engagement
Is when a participant looks at their watch signaling indirectly to the other participants that they want the conversation to draw to a close.
Peripheral Awareness
Explicit cue
Awareness
Implicit cue
without any intention
Learning
Reading
Incidental Learning
Intentional Learning
Issuing command and letting other know how they are progressing
Social Translucence
Co-presence
Sharable Interfaces
Physical Coordination
the cognitive processes involved when we interact with different external representations such as graphical images, multi media and virtual reality.
Distributed cognition
Embodied Interaction
External Cognition
Cognitive Tracing
_______ involves modifying external representation, such as crossing off or underlining items.
Distributed cognition
Computational Offloading
Annotation and Cognitive Tracing
External Cognition
instinctive, reflexive and effortless ( 2+2)
Slow Thinking
Overthinking
Cognition
Fast Thinking
involves recalling various kinds of knowledge that allow people to act appropriately.
Encoding
Memory
Cognitive prosthesis
Filtering
refers to a general approach that has been adopted by a community of researchers and designers for carrying out their work in terms of shared assumptions, concepts, values, and practices.
Theory
Vision
Model
Paradigm
A framework is a set of interrelated concepts and/or a set of specific questions that are intended to inform a particular domain area (for example, collaborative learning), or an analytic method (for instance, ethnographic studies).
User’s Model
Model
Designer’s Model
Framework
A fifth type has since been proposed by Christopher Lueg This refers to proactive systems that initiate a request in situations to which a user can respond
Interface Metaphors
Responding
Star interface
Metaphors
