Interface Design at LMU München

Flashcards and summaries for Interface Design at the LMU München

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Auditive perception What are auditory icons?

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What is the WIMP paradigm?

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Interfaces need to be designed. What is the desired quality with regard to the user?
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What is a persona? Name 4 characteristics!

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What is a persona? Name 4 characteristics!

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

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What is Virtual Reality?
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What is the "elastic user" phenomenon?

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What is a HMD?

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What are stakeholders? Which stakeholders exist for our project?

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Name and explain the 3 types of scenarios!
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What is fidelity? Describe an example from the prototype!

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

Interface Design

Auditive perception What are auditory icons?
• natural sounds representing objects or operations (e.g. when putting documents in your visual bin and then emptying this bin) • support and supplement visual information with a corresponding sound

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 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 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)

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 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 is the "elastic user" phenomenon?
Self-serving "user" representation created by development teams, but has little to do with the goals, abilities, contexts of the real user

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 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

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 fidelity? Describe an example from the prototype!
= Similarity of details in prototype implementation to final system (e.g. drawing sketch vs. photorealistic rendering) → feels and looks like real product Prototype: In the first step, we tested the screens as printed paper prototypes (low-fidelty) • In the second step, we used a real Tablet (Celine’s Surface) to see how the user interacts with the system actually using a touch screen as in the final product • The visual representation on a digital output device also comes closer to the end solution than a paper model does

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