100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
Summary glossary english concepts interaction design $5.14   Add to cart

Summary

Summary glossary english concepts interaction design

 14 views  0 purchase
  • Course
  • Institution
  • Book

this is a list of concepts with almost all the concepts from the chapters mentioned above.

Preview 2 out of 6  pages

  • No
  • H1.1, h4.1 t/m 4.3.1, h11 , h1,7, h6.6, h2.2, h2.3, h12 t/m 12.3, h14 en h15
  • January 18, 2022
  • 6
  • 2021/2022
  • Summary
avatar-seller
Begrippen lijst inleiding gedrag en technologie

1. UX, user experience
2. Requirement, a requirement is a
statement about an intended
product that specifies what it is
expected to do or how it will
perform
3. Atomic requirements
shell, figure 11.1 (b) describes
the shell and its fields
4. User stories, user stories
communicate requirements
between team members.
5. Tasks, it is common for a
user story such as the
earlier ones to be
decomposed further into smaller
stories, often called tasks.
6. Epic, an epic is a user story that may take weeks of months to implement. Epics will
be broken down into smaller chunks of effort (user stories), before they are pulled
into a sprint.
7. Functional requirements, describe what the product will do.
8. Nonfunctional requirements, which describe the characteristics (sometimes called
constraints) of the product.
9. Data requirements, capture the type, volatility, size/amount, persistence, accuracy,
and value of the required data.
10. Environmental requirements =, or context of use, refer to the circumstances in which
the interactive product will operate.
11. Physical environment, such ass how much lighting, noise, movement, and dust is
expected in the operational environment.
12. Social environment,
13. Organizational environment, for example, how good is user support likely to be, how
easily can it be obtained, and are there facilities or resources for training, how
efficient or stable is the communications infrastructure, and so on.
14. Technical environment, the technical environment will need to be established. For
example, what technologies will the product run on or need to be compatible with,
and what technological limitations might be relevant?
15. User characteristics, User characteristics capture the key attributes of the intended
user group, such as the users’ abilities and skills, and depending on the product, also
their educational background, preferences, personal circumstances, physical or
mental disabilities, and so on.
16. Cultural probes, these probes consisted of a wallet containing eight to ten postcards
about seven maps, a disposable camera, a photo album, and a media dairy.
17. Design probes are objects whose form relates specifically to a particular question and
context.

, 18. Technology probes, examples for technical probes include toolkits, such as the sense
board for developing IoT applications, mobile phone apps such as pocketsong, a
mobile music listening app.
19. Provocative probes, provocative probes are technology probes designed to challenge
existing norms and attitudes in order to provoke discussion.
20. Contextual inquiry is the core field research process for contextual design, which is a
user centered design approach that explicitly defines how to gather, interpret, and
model data about how people live in order to drive design ideation, contextual
inquiry is also used on its own to discover requirements.
21. Contextual interviews, one-on-one interviews are undertaken by every member of
the design team, each lasting about one-and-a-half to two hours.
22. Apprenticeship model, four principals guide the contextual interview, each of which
defines an aspect of the interaction and enhances the basic apprenticeship model.
These principles are context, partnership, interpretation, and focus.
23. Context principle, the context principle emphasizes the importance of going to the
user, wherever they are, and seeing what they do as they do it.
24. Partnership principle, the partnership principle creates a collaborative context in
which the user and interviewer can explore the user’s life together, on an equal
footing.
25. Interpretation turns the observations into a form that can be the basis of a design
hypothesis or idea. These interpretations are developed collaboratively by the user
and the design team member to make sure that they are sound.
26. Cool concepts, are an addition to the original contextual inquiry idea, and they are
derived from a field study that investigated what it is about technologies that users
find “cool”
27. The joy of life concepts, capture how products make our lives richer and more
fulfilling.
28. Accomplish, empower users
29. Connection, enhance real relationships.
30. Identity, support user’s sense of self.
31. Sensation, pleasurable moments.
32. The joy of use concepts, describes the impact of using the product itself
33. Direct in action, provide fulfillments of intent.
34. The hassle factor, remove all glitches and inconveniences.
35. The learning delta, reduce the time to learn.
36. The day in the life model, representing accomplishment.
37. The relationship and collaboration models, representing connection
38. Wall walk, in which all the generated models are hung up on the walls of a large
conference room for stakeholders to read and suggest design ideas.
39. Personas, are rich descriptions of typical users of the product under development on
which the designers can focus and for which they can design products.
40. Scenario, a scenario is an “informal narrative description” it describes human
activities or tasks in a story that allows exploration and discussion of contexts, needs,
and requirements.
41. Futuristic scenarios, describe an envisioned situation in the future, perhaps, with a
new technology and a new world view.

The benefits of buying summaries with Stuvia:

Guaranteed quality through customer reviews

Guaranteed quality through customer reviews

Stuvia customers have reviewed more than 700,000 summaries. This how you know that you are buying the best documents.

Quick and easy check-out

Quick and easy check-out

You can quickly pay through credit card or Stuvia-credit for the summaries. There is no membership needed.

Focus on what matters

Focus on what matters

Your fellow students write the study notes themselves, which is why the documents are always reliable and up-to-date. This ensures you quickly get to the core!

Frequently asked questions

What do I get when I buy this document?

You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.

Satisfaction guarantee: how does it work?

Our satisfaction guarantee ensures that you always find a study document that suits you well. You fill out a form, and our customer service team takes care of the rest.

Who am I buying these notes from?

Stuvia is a marketplace, so you are not buying this document from us, but from seller bunschotenguus. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $5.14. You're not tied to anything after your purchase.

Can Stuvia be trusted?

4.6 stars on Google & Trustpilot (+1000 reviews)

74735 documents were sold in the last 30 days

Founded in 2010, the go-to place to buy study notes for 14 years now

Start selling

Recently viewed by you


$5.14
  • (0)
  Add to cart