100% tevredenheidsgarantie Direct beschikbaar na je betaling Lees online óf als PDF Geen vaste maandelijkse kosten
logo-home
INF3720 Summary €3,11
In winkelwagen

Samenvatting

INF3720 Summary

 3 keer verkocht
  • Vak
  • Instelling
  • Boek

For those last minute exam preppers... A helpful summary of most of the important points in the textbook to help you prepare for your upcoming 2021 exam.

Voorbeeld 4 van de 38  pagina's

  • Ja
  • 6 november 2021
  • 38
  • 2021/2022
  • Samenvatting
avatar-seller
Chapter 1 – What is interaction design
1.2 GOOD AND POOR DESIGN

Central concern of interaction design – Develop interactive products that are usable
 Easy to learn
 Effective to use
 Provides an enjoyable user experience

Poor design characteristics
 Infuriating
 Confusing
 Inefficient
 Difficult to use
 Not obvious what to do

Good design characteristics
 Aesthetically pleasing
 Enjoyable to use
 Requires one step actions
 Simple but elegant

Designing interactive products requires considering
 Who will be using the product
 How are they going to use it
 When are they going to use it
 Kind of activities people are doing when interacting with the product

Key question of interaction design – How do you optimise a user’s interaction with the system, environment and
product so that they support the user’s activities in effective, useful, usable and enjoyable ways?

Understanding the users involve
 Considering what people are good and bad at
 What might help people with the way they currently do things
 What might provide quality user experiences
 Listening to what people want & getting them involved
 Using user-centered techniques

1.3 WHAT IS INTERACTION DESIGN

Interaction design – Designing interactive products to support the way people communicate and interact in their
everyday and working lives

Put in another way – Creating user experiences that enhance and augment the way people work, communicate and
interact

1.4 USER EXPERIENCE

User experience – How a product behaves and how it is used by people in the real world
 How people feel about a product and their pleasure and satisfaction when using it, looking at it, holding it
and opening and closing it
 One cannot design a user experience, only design for a user experience

,1.6 ACCESSIBILITY AND INCLUSIVENESS

Accessibility – Extent to which in interactive product is accessible by as many people as possible
 Focus is on people with disabilities

Accessibility achieved in two ways
 Inclusive design
 Design of assistive technology

Types of impairments
 Sensory – Visual or hearing impairments
 Physical – Loss of body part functions
 Cognitive – Learning disabilities

Impairment categories
 Permanent
 Temporary
 Situational

Inclusiveness – Means being fair, open and equal to everyone
 Approach where designers strive to make their products and services accommodate the widest possible
number of people

1.7 USABILITY AND USER EXPERIENCE GOALS

1.7.1 Usability goals

Concerned with – Meeting specific usability criteria

Usability involves – Optimizing the interactions people have with interactive products to enable them to carry out
activities

Usability goals
 Effective to use (effectiveness)
o How good a product is at doing what it is supposed to do
o Question - Is the product capable of allowing people to learn, carry out their work efficiently, access
the information that they need, or buy the goods that they want?
 Efficient to use (efficiency)
o Way a product supports users in carrying out their tasks
o Question - Once users have learned how to use a product to carry out their tasks, can they sustain a
high level of productivity?
 Safe to use (Safety)
o Protecting the user against dangerous conditions and undesirable situations
o Question - What is the range of errors that are possible using the product, and what measures are
there to permit users to recover easily from them?
 Having good utility (Utility)
o Extent to which a product provides the right kind of functionality
o Question - Does the product provide an appropriate set of functions that will enable users to carry
out all of their tasks
 Easy to learn (Learnability)
o How easy a system is to learn to use
o Question - Is it possible for the user to work out how to use the product by exploring the interface
and trying certain actions?

,  Easy to remember how to use (Memorability)
o How easy a product is to remember how to use, once learned
o Question - What types of interface support have been provided to help users remember how to carry
out tasks, especially for products and operations they use infrequently?

1.7.2 User experience goals

Concerned with – Clarifying the nature of user experience and covers a range of emotions and felt experiences
 How users experience an interactive product from their perspective

User experience goals




Quality of user experience can be affected by:
 Concept of flow – State of intense emotional involvement that comes from being completely involved in an
activity
 Micro-interactions – One-off actions performed infrequently or multiple times a day that users never get
tired of

1.7.3 Design principles

Design principles – Generalizable concepts designed to guide a designer toward thinking about different aspects of
their designs

Design principles
 Visibility
o The more visible functions are the more likely the user will know what to do next
 Feedback
o Related to visibility
o Involves sending back information about what action has been done and what has been
accomplished
 Constraints
o Determining ways of restricting the kinds of user interaction that can take place at any given
moment
o Such as deactivating certain menu options which prevents the user from selecting incorrect options
 Consistency
o Designing interfaces to have similar operations and use similar elements for achieving similar tasks
o Benefit – Makes interfaces easier to learn and use – Able to learn only a single mode of operations
 Affordance
o Attribute of an object that allows people to know how to use it

, o Afford means to ‘Give a clue’
o Two kinds of affordance
 Real – Applies to physical objects
 Perceived – Applies to screen-based interfaces




Chapter 2 – The process of interaction design
Commonalties in different fields of design captured in the double diamond of design

Four phases of the double diamond of design
 Discover – Gather insight about the problem
 Define – Develop a clear brief
 Develop – Solutions are created, prototyped, tested and iterated
 Deliver – Resulting project is finalized, produced and launched

2.2 WHAT IS INVOLVED IN INTERACTION DESIGN

 Activities that focus on discovering requirements, designing something to fulfil those requirements and
producing prototypes that will then be evaluated
 Design focuses on users and their goals
 Design trade-offs – How much choice will be given to the user and how much direction the system should
offer
 Generating alternatives – Generating lots of ideas
 Involving users
o Designs and potential solutions are communicated to users
 Capturing and expressing designs to users in the form of
o A series of sketches
o Description written in natural language
o A series of diagrams
o Prototypes

2.2.1 Understanding the problem space
 Involves understanding what the user experience or product is, why a change is needed and how this change
will improve the user experience

2.2.2 Importance of involving users
 Ensures that the end product will be usable and that it indeed will be used
 Helps to gain a good understanding of user’s goals
 Helps with expectation management because they can see a product’s capabilities from an early stage
o Expectation management – Ensure that user’s expectations of a product are realistic
 Users who are involved feel that they have contributed to a product’s development and are more likely to
feel a sense of ownership towards it and support its use

2.2.3 Degrees of user involvement

Degrees of user involvement
 Full time involvement
o Fully engaged throughout the development
 Part-time involvement
o Targeted participation in specific activities

Types of user involvement

Dit zijn jouw voordelen als je samenvattingen koopt bij Stuvia:

Bewezen kwaliteit door reviews

Bewezen kwaliteit door reviews

Studenten hebben al meer dan 850.000 samenvattingen beoordeeld. Zo weet jij zeker dat je de beste keuze maakt!

In een paar klikken geregeld

In een paar klikken geregeld

Geen gedoe — betaal gewoon eenmalig met iDeal, creditcard of je Stuvia-tegoed en je bent klaar. Geen abonnement nodig.

Direct to-the-point

Direct to-the-point

Studenten maken samenvattingen voor studenten. Dat betekent: actuele inhoud waar jij écht wat aan hebt. Geen overbodige details!

Veelgestelde vragen

Wat krijg ik als ik dit document koop?

Je krijgt een PDF, die direct beschikbaar is na je aankoop. Het gekochte document is altijd, overal en oneindig toegankelijk via je profiel.

Tevredenheidsgarantie: hoe werkt dat?

Onze tevredenheidsgarantie zorgt ervoor dat je altijd een studiedocument vindt dat goed bij je past. Je vult een formulier in en onze klantenservice regelt de rest.

Van wie koop ik deze samenvatting?

Stuvia is een marktplaats, je koop dit document dus niet van ons, maar van verkoper Mielies. Stuvia faciliteert de betaling aan de verkoper.

Zit ik meteen vast aan een abonnement?

Nee, je koopt alleen deze samenvatting voor €3,11. Je zit daarna nergens aan vast.

Is Stuvia te vertrouwen?

4,6 sterren op Google & Trustpilot (+1000 reviews)

Afgelopen 30 dagen zijn er 65040 samenvattingen verkocht

Opgericht in 2010, al 15 jaar dé plek om samenvattingen te kopen

Begin nu gratis
€3,11  3x  verkocht
  • (0)
In winkelwagen
Toegevoegd