(CH1) Optimizing the interaction between users and interactive products requires consideration of a number of interdepen
Posted: Mon May 23, 2022 10:11 am
(CH1) Optimizing the interaction between users and interactive
products requires consideration of a number of interdependent
factors, including context of use, types of activity, UX goals,
accessibility, cultural differences, and user groups. Explain each
and elaborate with examples.
(CH1) Examine how SEMO’s website has been designed, paying
particular attention to how the user is meant to interact with it.
From your first impressions, write down what is good and bad about
the way the device works.
(CH1) Give a description of the user experience resulting from
interacting with SEMO’s website and then outline some of the core
micro-interactions that are supported by it. Are they pleasurable,
easy, and obvious?
(CH1) Compile a set of usability and user experience goals that
you think will be most relevant in evaluating SEMO’s website.
Decide which are the most important ones and explain why. Then
translate each of your sets of usability and user experience goals
into two or three specific questions. Then use them to assess how
well is the website.
(CH1) Discuss possible improvements to the website based on the
answers obtained in previous questions.
(CH2) The interaction design process consists of four basic
activities: discover requirements, design alternatives that meet
those requirements, prototype the designs so that they can be
communicated and assessed, and evaluate them. Explain each activity
and elaborate with examples
(CH2) These days, timepieces (such as clocks, wristwatches, and
so on) have a variety of functions. Not only do they tell the time
and date, but they can speak to you, remind you when it's time to
do something, and record your exercise habits among other things.
The interface for these devices, however, shows the time in one of
two basic ways: as a digital number such as 11:40 or through an
analog display with two or three hands—one to represent the hour,
one for the minutes, and one for the seconds. Design an innovative
timepiece. This could be in the form of a wristwatch, a mantelpiece
clock, a sculpture for a garden or balcony, or any other kind of
timepiece you prefer. Think about the interactive product that you
are designing: What do you want it to do? What would potential user
want? Write a list of requirements for the clock, together with
some usability criteria and user experience criteria based on the
definitions in chapter 1.
(CH2) Look around for similar devices and seek out other
sources of inspiration that you might find helpful. Make a note of
any findings that are interesting, useful, or insightful. Sketch
some initial designs for the timepiece. Try to develop at least two
distinct alternatives that meet your set of requirements.
(CH2) Evaluate the two designs by using your usability criteria
and by role-playing an interaction with your sketches. Involve
potential users in the evaluation, if possible. Does it do what you
want? Is the time or other information being displayed always
clear? Design is iterative, so you may want to return to earlier
elements of the process before you choose one of your
alternatives.
products requires consideration of a number of interdependent
factors, including context of use, types of activity, UX goals,
accessibility, cultural differences, and user groups. Explain each
and elaborate with examples.
(CH1) Examine how SEMO’s website has been designed, paying
particular attention to how the user is meant to interact with it.
From your first impressions, write down what is good and bad about
the way the device works.
(CH1) Give a description of the user experience resulting from
interacting with SEMO’s website and then outline some of the core
micro-interactions that are supported by it. Are they pleasurable,
easy, and obvious?
(CH1) Compile a set of usability and user experience goals that
you think will be most relevant in evaluating SEMO’s website.
Decide which are the most important ones and explain why. Then
translate each of your sets of usability and user experience goals
into two or three specific questions. Then use them to assess how
well is the website.
(CH1) Discuss possible improvements to the website based on the
answers obtained in previous questions.
(CH2) The interaction design process consists of four basic
activities: discover requirements, design alternatives that meet
those requirements, prototype the designs so that they can be
communicated and assessed, and evaluate them. Explain each activity
and elaborate with examples
(CH2) These days, timepieces (such as clocks, wristwatches, and
so on) have a variety of functions. Not only do they tell the time
and date, but they can speak to you, remind you when it's time to
do something, and record your exercise habits among other things.
The interface for these devices, however, shows the time in one of
two basic ways: as a digital number such as 11:40 or through an
analog display with two or three hands—one to represent the hour,
one for the minutes, and one for the seconds. Design an innovative
timepiece. This could be in the form of a wristwatch, a mantelpiece
clock, a sculpture for a garden or balcony, or any other kind of
timepiece you prefer. Think about the interactive product that you
are designing: What do you want it to do? What would potential user
want? Write a list of requirements for the clock, together with
some usability criteria and user experience criteria based on the
definitions in chapter 1.
(CH2) Look around for similar devices and seek out other
sources of inspiration that you might find helpful. Make a note of
any findings that are interesting, useful, or insightful. Sketch
some initial designs for the timepiece. Try to develop at least two
distinct alternatives that meet your set of requirements.
(CH2) Evaluate the two designs by using your usability criteria
and by role-playing an interaction with your sketches. Involve
potential users in the evaluation, if possible. Does it do what you
want? Is the time or other information being displayed always
clear? Design is iterative, so you may want to return to earlier
elements of the process before you choose one of your
alternatives.