Interactive media and the user experience

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Last updated 7:18 AM on 2/7/26
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47 Terms

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Assets

Digital resources such as images, videos, audio files, and text used in interactive media products

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Augmented Reality (AR)

Technology that overlays digital information onto the real world through devices like smartphones or AR glasses

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Blogs

Online platforms where individuals or organizations publish regular content, typically in reverse chronological order

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Consumer behaviour

The study of how individuals make decisions about what they buy, use, or dispose of in relation to products and services

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Crowdsourcing

The practice of obtaining information, ideas, or services from a large group of people, typically via the internet

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Digital Creative Commons

A licensing system that allows creators to grant certain usage rights to their digital works while retaining copyright

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Digital identities

The online representation of a person or entity, including profiles, usernames, and digital footprints

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File formats

The structure and encoding method used to store digital data (e.g., JPEG, MP4, PDF)

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Gamification

The application of game-design elements and principles in non-game contexts to increase engagement

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Guided choice (nudging)

Design techniques that subtly influence user decisions without restricting their freedom of choice

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Indigenous Cultural and Intellectual Property (ICIP)

The rights of Indigenous peoples to their cultural heritage, traditional knowledge, and cultural expressions[1][2]

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Lossless compression

Data compression that reduces file size without losing any original data quality

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Lossy compression

Data compression that reduces file size by permanently removing some data, resulting in quality loss

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Massive multiplayer online games (MMOGs)

Online games that support large numbers of players simultaneously in a shared virtual environment

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Massive online open courses (MOOCs)

Free online courses accessible to unlimited participants via the internet

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Online gaming

Playing video games over the internet with or against other players

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Pop-ups

Windows that appear suddenly on screen, often used for advertisements or notifications

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Project management

The process of planning, organizing, and managing resources to achieve specific goals within defined constraints

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Sandbox gaming

Games that provide players with creative freedom and minimal restrictions on how they play

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Simulation

A digital representation or model of a real-world process or system

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Social media

Online platforms that enable users to create, share content, and interact with others

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Ubiquity

The state of being everywhere or very common

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in computing, refers to technology being present in all aspects of daily life

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User experience (UX)

The overall experience a person has when interacting with a product or system, including ease of use and satisfaction

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User interaction

The ways in which users engage with and respond to an interface or system

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User interface (UI)

The visual and interactive elements through which users interact with a digital product or system

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Virtual reality (VR)

Immersive technology that creates a completely digital environment experienced through headsets or other devices.

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Examples of interactive media

Social media, windows operating system, roblox, ps4 operating system

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Define interactive media

any product where a user receives an output by providing an input

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Define ubiquity

refers to how something is seen everywhere

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How does simulation support online training

By providing a low-risk environment where mistakes can be made without real-world consequences

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Provide an example of how simulation supports online training

Flight simulators are used to train pilots so that if they crash during training, there are no real deaths

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How does gamification support online learning

By making learning fun and engaging so that users are motivated to participate

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Provide an example of how gamification supports online learning

Kahoot helps students revise for tests by turning the revision into a competition

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How does augmented reality (AR) support online training

By allowing users to interact with the content instead of passively consuming it

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Provide an example of how augmented reality (AR) supports online training

Medical students use HoloAnatomy to explore the human body

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How do streaming services improve access to entertainment

By providing a wide range of shows for a monthly subscription without needing to download content — just choose and watch

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How do streaming services use machine learning

To create personalised recommendations for users

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Provide an example of a streaming service that improves access to entertainment

Netflix provides a wide range of shows for a monthly subscription

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How does gaming improve access to entertainment

By allowing users to play from their own home with various ways to obtain games such as buying new or used, or paying a subscription for a bundle of games

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How does virtual reality (VR) improve access to entertainment

By creating an immersive experience so users can engage in games or even physical activities from the comfort of their home

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How do specialist apps support advertising

By using location-based tracking to promote relevant content, allowing businesses to reach new customers

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How do specialist apps support communication

By allowing businesses and customers to chat so they can resolve issues, make complaints, and provide feedback

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What are three types of interactive media that support online training and learning

Simulation, gamification, and augmented reality (AR)

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What are three types of interactive media that improve access to entertainment

Streaming services, gaming, and virtual reality (VR)

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What are three enterprise functions that specialist apps support

Delivery tracking, advertising, and communication

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