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❗️ Please briefly explain the aspect of "narration between re - creation and

Conventionality "in the context of narrative interviews


NOT FOUND

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TOdo

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❗️ Please name three types of usability testing (keywords)

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• User-based: moderated, self-moderated & automated (unmoderated)

• Expert-based (Inspections)

• Automated (software tools)

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❗️ (maybe not included) Please describe why scenarios are being seen as powerful alternative to software requirements specification (2-3 sentences)

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• Anchoring design discussion in work: If during the evaluation we give something that participant doesn't understand, it's hard for them to give feedback. Scenario provides context where product will be used so people can resonate with designer's thoughts

• Action vs. Reflection: Scenarios help to reflect upon the actions of designing the system

• Design Problem Fluidity: It puts together elements that represent all issues in the design, reflect it, change & revise to get it closer to user needs

• Scenarios help identify constraints & dependencies of design moves that you don't get if you keep acting without reflecting. For example AR design will have different affordances & constraints than web based design

• Scenarios can be abstracted and categorized to help design knowledge cumulate across problem instances

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❗️What are the advantages of guided interviews in the context of a qualitative study (keywords, 3 aspects)?

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Todo 

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❗️Usability Testing Report: Definition, Reason to Write, 

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The Usability Testing Report is informed by empirical evidence, helping teams decide whether a product is:

• usable enough to release, or 

• needs revision and 

• needs further testing with more participants

                       

So a Usability Testing Report is a key document that allows you to gain insight into your users’ expectations and frustrations and is crucial in evaluating your product’s success – whether it’s a physical product, a mobile app or a website.


The purpose of writing report:

• To communicate the results to the target group (CEO, designer, developer, external people) and inform their decision making process

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TESTE DEIN WISSEN

❗️ Please list three coding stages by Strauss & Corbin (3x1 keywords)

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1. Open coding

2. Axial coding

3. Selective coding


In a nutshell, the first step of grounded theory is open coding, when you take your textual data and break it up into discrete parts, axial coding is when you draw connections between your codes, and selective coding is when you select one central category that connects all the codes from your analysis and captures the essence of your research.

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❗️ Please explain "armchair anthropology" (1-2 sentences)

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TESTE DEIN WISSEN

The term was coined in the 19th century during the emergence of ethnography for the first time. Ethnography has its origin in anthropology, during the western expansionism or colonial encounters for European countries.

An armchair anthropologist usually refers to late 19th century and early 20th century scholars coming to conclusions without going through the usual anthropology motions--fieldwork or labwork.

They heavily depend on the data which are brought to them by the travelers rulers and other’s for making up there analysis and for forming the theories of there research, They would hardly move out and see the ground realities themselves.



Movement from armchair anthropology (seated in a comfortable chair, reading theories, reflecting upon and generating new ones based on their own understanding of the world) to ethnographic anthropology. With ethnography, researchers start getting their material in the wild, went to the field, observing, in order to see how things were in original settings.

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❗️ Please explain the concept "Third Space" in Participatory Design (4 aspects, short sentences)

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Participatory Design (PD) can lead to hybrid experiences – that is, practices that take place neither in the users’ domain, nor in the technology developers’ domain, but in an “in-between” region that shares attributes of both spaces. Recent work in cultural theory claims that this “in-between” region, or “third space,” is a fertile environment in which participants can combine diverse knowledges into new insights and plans for action. This can include articulating, clarifying, and informing the needs of themselves as individuals, and of the people they are connected to or responsible for – e.g., depending on who the user is, their organizations, institutions, products, and services, or their classmates, playmates, families, and schools, or other people with similar situations, circumstances, challenges, or who face similar kinds of social stigma.

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❗️ Please name similarities and differences between usability testing and research (3 aspects, short sentences)

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TESTE DEIN WISSEN

Similarities

- Both aim to provide a system with good usability: that is easy to learn, efficient, easy to memorize after a period of time not using it, flexible, provides user satisfaction


Differences

- Usability testing only covers the evaluation part of the system, in order to get formative evaluation that will inform the next iteration of the system

- Usability research covers the entire aspect of the system with the usability engineering lifecycle, from knowing the user, participatory design, until the system is implemented and then feedback collection from field use.

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❗️ Please explain some major aspects which should be included in an informed consent form (6-7 short sentences/keywords)

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• Fair explanation of the procedures
• Disclosure of alternative procedures
• Description of possible discomforts and risks
• Description of benefits
• Offer of clarification
• Withdraw consent
• Instruction regarding withdrawal (Nachmias & Nachmias, 1986)

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TESTE DEIN WISSEN

❗️ Please explain Gärtner and Wagner's (1996) "arenas for participation" (short sentences)

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Participation is practised in a variety of political arenas. Participative design covers a variety of themes and agenda and differ widely in scope and "radicalism".

Three arenas:

- Designing work - designing systems: where specific systems are designed and new organisational forms are created

- Designing organisational frameworks for action: the organisation as resting upon some set of "productivity and social agreements"

- Designing the industrial relations context: in which the general legal and political framework is negotiated which defines the relations between the various industrial partners and sets norms for a whole range of work-related issues


Each arena of action has its own set of legitimate agenda, from questions of user interface design to quality of working life and privacy issues. Participation in design needs powerful agenda which can be established in all arenas and, notably, be translated into work and design questions whose relevance for everyday work with a computer system are obvious to users

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TESTE DEIN WISSEN

❗️(maybe not included) Please name and explain three pros and three cons for using personas in a design process (2x3 short sentences)

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Todo 

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Q:

❗️ Please briefly explain the aspect of "narration between re - creation and

Conventionality "in the context of narrative interviews


NOT FOUND

A:

TOdo

Q:

❗️ Please name three types of usability testing (keywords)

A:

• User-based: moderated, self-moderated & automated (unmoderated)

• Expert-based (Inspections)

• Automated (software tools)

Q:

❗️ (maybe not included) Please describe why scenarios are being seen as powerful alternative to software requirements specification (2-3 sentences)

A:

• Anchoring design discussion in work: If during the evaluation we give something that participant doesn't understand, it's hard for them to give feedback. Scenario provides context where product will be used so people can resonate with designer's thoughts

• Action vs. Reflection: Scenarios help to reflect upon the actions of designing the system

• Design Problem Fluidity: It puts together elements that represent all issues in the design, reflect it, change & revise to get it closer to user needs

• Scenarios help identify constraints & dependencies of design moves that you don't get if you keep acting without reflecting. For example AR design will have different affordances & constraints than web based design

• Scenarios can be abstracted and categorized to help design knowledge cumulate across problem instances

Q:

❗️What are the advantages of guided interviews in the context of a qualitative study (keywords, 3 aspects)?

A:

Todo 

Q:

❗️Usability Testing Report: Definition, Reason to Write, 

A:

The Usability Testing Report is informed by empirical evidence, helping teams decide whether a product is:

• usable enough to release, or 

• needs revision and 

• needs further testing with more participants

                       

So a Usability Testing Report is a key document that allows you to gain insight into your users’ expectations and frustrations and is crucial in evaluating your product’s success – whether it’s a physical product, a mobile app or a website.


The purpose of writing report:

• To communicate the results to the target group (CEO, designer, developer, external people) and inform their decision making process

Mehr Karteikarten anzeigen
Q:

❗️ Please list three coding stages by Strauss & Corbin (3x1 keywords)

A:

1. Open coding

2. Axial coding

3. Selective coding


In a nutshell, the first step of grounded theory is open coding, when you take your textual data and break it up into discrete parts, axial coding is when you draw connections between your codes, and selective coding is when you select one central category that connects all the codes from your analysis and captures the essence of your research.

Q:

❗️ Please explain "armchair anthropology" (1-2 sentences)

A:

The term was coined in the 19th century during the emergence of ethnography for the first time. Ethnography has its origin in anthropology, during the western expansionism or colonial encounters for European countries.

An armchair anthropologist usually refers to late 19th century and early 20th century scholars coming to conclusions without going through the usual anthropology motions--fieldwork or labwork.

They heavily depend on the data which are brought to them by the travelers rulers and other’s for making up there analysis and for forming the theories of there research, They would hardly move out and see the ground realities themselves.



Movement from armchair anthropology (seated in a comfortable chair, reading theories, reflecting upon and generating new ones based on their own understanding of the world) to ethnographic anthropology. With ethnography, researchers start getting their material in the wild, went to the field, observing, in order to see how things were in original settings.

Q:

❗️ Please explain the concept "Third Space" in Participatory Design (4 aspects, short sentences)

A:

Participatory Design (PD) can lead to hybrid experiences – that is, practices that take place neither in the users’ domain, nor in the technology developers’ domain, but in an “in-between” region that shares attributes of both spaces. Recent work in cultural theory claims that this “in-between” region, or “third space,” is a fertile environment in which participants can combine diverse knowledges into new insights and plans for action. This can include articulating, clarifying, and informing the needs of themselves as individuals, and of the people they are connected to or responsible for – e.g., depending on who the user is, their organizations, institutions, products, and services, or their classmates, playmates, families, and schools, or other people with similar situations, circumstances, challenges, or who face similar kinds of social stigma.

Q:

❗️ Please name similarities and differences between usability testing and research (3 aspects, short sentences)

A:

Similarities

- Both aim to provide a system with good usability: that is easy to learn, efficient, easy to memorize after a period of time not using it, flexible, provides user satisfaction


Differences

- Usability testing only covers the evaluation part of the system, in order to get formative evaluation that will inform the next iteration of the system

- Usability research covers the entire aspect of the system with the usability engineering lifecycle, from knowing the user, participatory design, until the system is implemented and then feedback collection from field use.

Q:

❗️ Please explain some major aspects which should be included in an informed consent form (6-7 short sentences/keywords)

A:

• Fair explanation of the procedures
• Disclosure of alternative procedures
• Description of possible discomforts and risks
• Description of benefits
• Offer of clarification
• Withdraw consent
• Instruction regarding withdrawal (Nachmias & Nachmias, 1986)

Q:

❗️ Please explain Gärtner and Wagner's (1996) "arenas for participation" (short sentences)

A:

Participation is practised in a variety of political arenas. Participative design covers a variety of themes and agenda and differ widely in scope and "radicalism".

Three arenas:

- Designing work - designing systems: where specific systems are designed and new organisational forms are created

- Designing organisational frameworks for action: the organisation as resting upon some set of "productivity and social agreements"

- Designing the industrial relations context: in which the general legal and political framework is negotiated which defines the relations between the various industrial partners and sets norms for a whole range of work-related issues


Each arena of action has its own set of legitimate agenda, from questions of user interface design to quality of working life and privacy issues. Participation in design needs powerful agenda which can be established in all arenas and, notably, be translated into work and design questions whose relevance for everyday work with a computer system are obvious to users

Q:

❗️(maybe not included) Please name and explain three pros and three cons for using personas in a design process (2x3 short sentences)

A:

Todo 

Analysis & Evaluation by Depe

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