Interface Design at LMU München

Flashcards and summaries for Interface Design at the LMU München

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Study with flashcards and summaries for the course Interface Design at the LMU München

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

Name and explain the 3 types of scenarios!

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

What is a persona? Name 4 characteristics!

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

What is the WIMP paradigm?

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

Interfaces need to be designed. What is the desired quality with regard to the user?

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

What is a HMD?

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What is Virtual Reality?

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What are the two best-practice characteristics of a system? Example from the prototype?

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

What is the Gulf of Execution? How does it apply to the prototype? Name an example for a large and a small gulf of execution!

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

What is the Gulf of Evaluation? How does it apply to the prototype? Name an example for a large and a small gulf of evaluation!

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

What are stakeholders? Which stakeholders exist for our project?

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

What are requirements?

Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

What is a persona? Name 4 characteristics!

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Exemplary flashcards for Interface Design at the LMU München on StudySmarter:

Interface Design

Name and explain the 3 types of scenarios!
- context scenario: "day-in-the-life" scenario - key path scenario: most significant user interactions, vocabulary of design - validation scenario: test design in variety of situations, including extreme cases, errors, failures

Interface Design

What is a persona? Name 4 characteristics!
A persona is a fictional representation of a type of customer and defined by its goals and behavior. - based on research - individual people (realistic, imaginable) - represent a whole group - explore ranges of behavior, preferences, etc. - non-user: not necessarily an end user (stakeholder) - have motivation (goal to use the product) - have goals: > end goals (for complementing the user, functional use) > experience goals (for affect/emotions --> Apple) > life goals (personal/cultural meaning --> iPhone10)

Interface Design

What is the WIMP paradigm?
Style of interaction with the following UI elements: - Windows - Icons - Menus - Pointer

Interface Design

Interfaces need to be designed. What is the desired quality with regard to the user?
Easy learn-ability (not intuitiveness, as every user has his own perception of intuitiveness based on experience)

Interface Design

What is a HMD?
- type of computer display device or monitor that, as the name implies, is worn on the head or is built in as part of a helmet - many uses including gaming, aviation or engineering - primary component of virtual reality headsets

Interface Design

What is Virtual Reality?
– interactive computer-generated experience taking place within a simulated environment – incorporates mainly auditory and visual feedback, but may sometimes also allow other types of sensory feedback like haptic

Interface Design

What are the two best-practice characteristics of a system? Example from the prototype?
- Transparency: conceptual and mental model are the same (no need for user to think about aspects of the implemented model) - Flexibility: various ways to reach the same goal Prototype: - transparency mainly given, only one mismatch: brain waves (conceptual model includes branding elements which are not reflected in the user’s mental model) - flexibility not given

Interface Design

What is the Gulf of Execution? How does it apply to the prototype? Name an example for a large and a small gulf of execution!
- Disparity between the user’s perception of the required system interactions to achieve desired goal (mental model), and the actual system interaction required to achieve the goal - Tutorial: small gulf of execution for VR user if his goal is to show colleagues his level of concentration as he doesn't have to actively interact with the system in order for it to measure and report his level of concentration General example: - Large gulf of execution: add item to cart, select checkout, enter shipping address, choose shipping options, enter billing address, enter payment details, accept/decline extra offers, review order, confirm order - Small gulf of execution: Amazon’s 1-Click Ordering

Interface Design

What is the Gulf of Evaluation? How does it apply to the prototype? Name an example for a large and a small gulf of evaluation!
- Disparity between the user’s perception (or discovery) of the system state, and the actual system state -Prototype: small gulf of evaluation as constant guidance through help buttons and clear color signaling of the current concentration level leave very little room for misinterpretation General Example: Copying a large number of files - Large gulf of evaluation: hourglass, spinning pinwheel, no details - Small gulf of evaluation: progress bar with listing of current file being copied, and estimated completion time

Interface Design

What are stakeholders? Which stakeholders exist for our project?
- People interested/involved in the success of the product (Project: end users, managers, admins, developers, investors...) - People interested in the usage of the product (Project: VR user, bystander, facility managers, technical support, employees of company...)

Interface Design

What are requirements?
- triples of action, object, context - documented physical or functional need that a particular design, product or process aims to satisfy

Interface Design

What is a persona? Name 4 characteristics!
A fictional representation of a type of customer and is defined by its goals and behavior. - based on research - individual people (realistic, imaginable) - represent a whole group - explore ranges of behavior, preferences, etc. - non-user: not necessarily an end user (stakeholder) - have motivation (goal to use the product) - have goals: o end goals (for complementing the user, functional use) o experience goals (for affect/emotions > Apple) o life goals (personal/cultural meaning > iPhone10)

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