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Highlighted Reviewer in ITHCI
Highlighted Reviewer in ITHCI
Chapter 1
The UK council of design has formulated the double diamond of design, which is iterative
in nature and has four phases, namely:
The User Experience - this refers to the observation of how a product behaves and is being
utilized by people in real life.
Accessibility: refers to the degree over which as many individuals as possible can access an
interactive product.
Inclusiveness: refers to the manufacturing of products and services which support as many
individuals as possible.
Usability Goals
Usability considers the perspective of the user, it aims to design interactive products that
are easy to learn, efficient to use, and enjoyable.
1. Effective to use
2. Efficient to use
3. Safe to use
5. Easy to learn
User experience goals - takes into considerations of choosing terms to express the
emotions, feelings, and so on of a person can help designers understand the multifaceted
nature of the user experience.
Design principles - These are generally applicable abstractions aimed at orienting
designers to look at various elements of their designs.
• “Generalizable abstractions for thinking about different aspects of design”
• “The do’s and don'ts of interaction design”
• “What to provide and what not to provide at the interface”
• “Derived from a mix of theory-based knowledge, experience, and common-
sense”
Constraints - The idea of constraining design refers to the determination of ways to limit the
types of user interaction that can take place at a given moment.
Consistency - relates to the design of interfaces with similar operations and the use of
comparable elements to achieve similar tasks.
Affordances: This is a term used to refer to an object characteristic that enables people to
comprehend what to do with it. It basically, means “To give a clue” on how to use a
particular product.
User – centered design pertains to the involvement and consideration of the perception and
needs of the users all throughout the whole process.
Expectation management
• Realistic expectations
• No surprises, no disappointments
• Timely training
• Communication, but no hype
Ownership
1. Discovering requirements
2. Designing alternatives
3. Prototyping alternative designs
4. Evaluating product and its user experience throughout
Chapter 2
Proof of concept pertains to conceptualizing what the proposed product will do.
Assumption “refers to taking something for granted when it needs further investigation”
A claim tells that even if it is still up for question, one already asserts that something is true
example,
Benefits of conceptualizing
Orientation - It allows design teams to ask particular questions on how to perceive the
conceptual model.
Common ground - Enables design teams to create a set of rules commonly agreed to each
and everyone in the team
Conceptual model - Provides a working strategy and framework of general concepts and
their interrelations.offers a working strategy in a nutshell and a framework of general
concepts and their interrelationships.
2. The concepts to which people are exposed through the product, They create and
manipulate taskdomain objects, their attributes, and the operations that can be performed
on them, (such as saving, revisiting, and organizing).
3. The relationships between those concepts (for instance, whether one object contains
another).
4. The mappings between the concepts and the user experience the product is designed to
support or invoke a design (for example, one can revisit a page through looking at a list of
visited sites, most frequently visited, or saved websites).
•Instructing: Where users issue a system with instructions. This can be expressed in a
variety of ways, including typing commands, choosing options from menus in a
Windows environment or on a multi touch screen, speaking aloud commands,
gesturing, pressing buttons, or using a function key combination.
• Conversing: Where users do have software dialog. Users could even speak through
an interface or type questions that are answered by the system via text or speech
output. Interacting with a system as if a conversation were being held
•Responding: Where the interaction is initiated by the system and the user decides
whether to react. For instance, proactive technology based on mobile locations can
alert individuals to areas of interest.
Interaction type: is regarded as a definition as to what the user does when interacting with
a system, such as teaching, talking, browsing, or responding to the style of the interface.
While
Interface style: The kind of interface used, such as command, menu-based, gesture, or
voice, to support interaction
• Command • Speech
• Query • Graphical
• Web • Pen
Vision - Vision is a future state that shapes interaction design research and development,
often depicted in the form of a movie or narrative theory It is a well-founded description of
some part of a phenomenon;
The theory of processing information, for instance, describes how well the mind, or some
aspect of it, is supposed to function.
The framework is a set of interrelated concepts and/or a set of defined queries intended to
inform a specific field (e.g. collaborative learning) or an analytical method (for instance,
ethnographic studies).
Chapter 3
Cognitive Aspects - what humans are good and bad at and show how this knowledge can be
used to inform the design of technologies that both extend human capabilities and
compensate for their weaknesses.
Cognition refers to some of our common activities such as Thinking, remembering, learning,
daydreaming, decision-making, seeing, reading, talking, writing…
COGNITIVE PROCESS
• Perception
• Memory
• Learning
• Attention - is mostly about selecting objects to focus on at a point in time from the mass
of stimuli around us, and allows anyone to pay attention on information relevant to what
we're doing.
Focused attention
Divided attention
Multitasking can make people lose their way of thinking, make mistakes, and have to start
over.
Perception
• How information is acquired from the world and transformed into experiences
Memory
• Involves recalling various kinds of knowledge that allow people to act appropriately
Processing in memory
Context is important
• Sometimes it can be difficult for people to recall information that was encoded in a
different context:
• Not necessarily…
• Bergman and Whittaker, Three Interdependent Processes Model (2016) to help people
manage their stuff:
• Online/mobile and phone banking now require users to provide multiple pieces of
information to access their account
▪ For instance, ZIP code, birthplace, a memorable date, first school attended
Learning
▪ Incidental learning (for example, recognizing people’s faces, what you did today)
Information processing
COGNITIVE FRAMEWORKS
▪ Mental models
▪ Distributed cognition