UX DESIGN Week 3

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Last updated 3:51 PM on 9/16/26
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24 Terms

1
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What is a ‘computer’?

Any kind of digital technology:

• Has external + internal components
• Internal functions work in much the same

way across different technologies:

• External appearance can vary greatly!
• Form Factors = size and shape
• Interface = input/output capabilities
• This is where interaction design is focused

<p>Any kind of digital technology:</p><p>• Has external + internal components<br>• Internal functions work in much the same<br></p><p>way across different technologies:</p><p>• External appearance can vary greatly!<br>• Form Factors = size and shape<br>• Interface = input/output capabilities<br>• This is where interaction design is focused</p>
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Form Factor

the physical size, shape, and design specifications of a hardware device or component

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Ubiquitous Computing

Ever-shrinking form factors led to the concept of “Ubi Comp”

• In this vision, we are surrounded by networked devices and sensors.


Researcher and designers focus on:
• “Ambient” computing
• "Internet of Things"
• "Smart cities“ and “Smart homes


the integration of computer technology into everyday objects and environments so that processing happens seamlessly in the background of daily life

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The Interface

Many devices use a CPU connected to input/output (I/O) devices, which we can abstract into an interface users interact with. Abstractions help us understand technology and spot patterns.

<p>Many devices use a CPU connected to input/output (I/O) devices, which we can abstract into an interface users interact with. Abstractions help us understand technology and spot patterns.</p>
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Interaction Types

Sharp et al. propose that interactions

can be classified into 5 types:

• Instructing (a system)

• Conversing (with a system)

• Manipulating (objects)

• Exploring (a space)

• Responding (to a proactive system)

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Metaphors

Concepts and analogies that help users to understand a new interface in terms of something they know.

• e.g. Desktop (folders, trash can), Shopping cart, checkout (for ecommerce)

• Help designers communicate their ideas clearly, both in their messaging and in the interface

<p>Concepts and analogies that help users to understand a new interface in terms of something they know.</p><p>• e.g. Desktop (folders, trash can), Shopping cart, checkout (for ecommerce)</p><p>• Help designers communicate their ideas clearly, both in their messaging and in the interface</p>
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Affordances

the visual or structural properties of an interface that show users how they can interact with an element.
Perceivable possibilities for how a person can interact with a technology.

(Norman 1988, based on Gibson 1977)

• Components of an interface should make it intuitively clear what users can do with them

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Screen-based interaction

focuses on how users see, touch, and navigate digital interfaces on flat displays like phones, tablets, and computers

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Perception

How information is acquired from the environment via our senses (vision, smell, taste, hearing and touch) and transformed into experiences of the world

• Sighted individuals are primarily visual, followed by hearing and touch

• Impacts how we interact with design

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Legibility & Contrast

making text easy to see and read by using clear fonts, large enough sizes, and strong brightness differences between the letters and the background.

<p>making text easy to see and read by using clear fonts, large enough sizes, and strong brightness differences between the letters and the background.</p>
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Grouping

organizing related interface elements together so users can easily understand relationships and process information without feeling overwhelmed.

<p>organizing related interface elements together so users can easily understand relationships and process information without feeling overwhelmed. </p>
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Common Region

users perceive elements inside a shared boundary or enclosed area as a unified group.

<p>users perceive elements inside a shared boundary or enclosed area as a unified group.</p>
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Movement

uses purposeful animation to guide user behavior, explain interface relationships, and improve usability

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Mapping


<p></p>
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Chunks

the process of breaking down large amounts of information into smaller, manageable units

Lists, menus and groups of items can still be more than 7 items long
– These are cues & do not need to be remembered
– But items that need to be remembered (e.g. access codes) should not be too long

• Closure helps us to ‘flush’ our short-term memory and continue other tasks
– In design, closure must be well-timed!


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Mental models

“Internal constructions of some aspect of the external world … enabling predictions to be made” (Sharp et al., p. 123)

• Users develop an understanding of a system through learning about and using it
• We use mental models to infer how to carry out tasks
• Some mental models are shallow, others are deep
• Many mental models are based on folk theories and are incorrect

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General valve theory

Focuses on empowering user autonomy, minimizing friction, and creating self-sustaining loops rather than forcing users down rigid, top-down paths.

18
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Emotions

Usability, Aesthetics, Tone-setting, Make it personal

Consider users’ emotions, not just cognition

19
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Interviews

+ Direct access to user perspectives

+ Can answer the why of people do what they do

+ Can ask follow-up questions

- Based on people’s recollections or suppositions

- Can be time consuming

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Observations

+ Good at showing what people are doing

+ Controlled allows for specific tasks to be observed; naturalistic allows for real-world observations

- People can act differently when they know they’re being observed

- Less in-depth discussion; harder to discover the ‘why’

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Contextual Inquiry

+ Direct access to user perspectives in context

+ Can show both the what and the why

- Can be time consuming

- Questions can interfere with task performance

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Surveys

+ Can reach lots of people

+ Quick, convenient and cost-effective

+ Can use existing validated scales (e.g. the System Usability Scale [SUS])

- Can’t ask follow-up questions; miss out on subtleties and details

- Respondents may misunderstand or get tired of answering

- Bots

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Cultural Probes

+ Can gather meaningful data from remote users

+ Helps gather data in users’ natural contexts (e.g. home)

+ Can be enjoyable for participants

- Little control over responses

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Bodystorming

+ Doesn’t require resources or users

+ Helps ‘debug’ a system before it has even been made

- Only imagination; reality might be different

- Inappropriate when users have notably different

abilities/knowledge to the researchers