INT335 Unit 2: Empathy, Observation and Problem Identification Vocabulary Flashcards

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/28

flashcard set

Earn XP

Description and Tags

Vocabulary flashcards covering key definitions, frameworks, research methods, and case study lessons from INT335 Unit 2 (Empathy, Observation and Problem Identification).

29 Terms

1
New cards

Empathy (in Design Thinking)

The ability to understand another person's feelings, experiences, motivations, frustrations, and goals by seeing the world from the user's point of view.

2
New cards

Sympathy

Feeling for someone from a distance (e.g., 'Poor first-years, getting lost must be awful') without experiencing or understanding their situation as they do.

3
New cards

Compassion

Empathy combined with the explicit decision and commitment to take action to create a change.

4
New cards

The 'You Are Not the User' Trap

The mistake of assuming you know what users want because you are a user yourself, which incorrectly turns your personal experience into the entire sample.

5
New cards

Computational Empathy

The application of empathy to software development by designing systems—often using artificial intelligence—that understand and respond to human emotions and behaviour.

6
New cards

User Research

The process of understanding users' needs, behaviours, goals, and challenges before creating solutions in order to reduce assumptions and support evidence-based design decisions.

7
New cards

Qualitative Research

Exploratory research focused on understanding 'why' and 'how' through small, purposive samples (5–20 participants) collecting non-numeric data such as words, behaviours, and emotions.

8
New cards

Quantitative Research

Structured research focused on measuring 'what' and 'how many' through large samples (100+ participants) using numerical data, metrics, and statistical analysis to validate hypotheses at scale.

9
New cards

Field Observation

A research method where designers observe users in their natural environments without interrupting or influencing them, in order to record what they actually do.

10
New cards

AEIOU Framework

A structured observation tool used to systematically study users and their activities from five perspectives: Activities, Environment, Interactions, Objects, and Users.

11
New cards

Activities (AEIOU)

The tasks, actions, and workflows that users perform to achieve a specific goal.

12
New cards

Environment (AEIOU)

The physical or digital space where users perform activities, including environmental factors such as lighting, noise, temperature, space, and technology.

13
New cards

Interactions (AEIOU)

The ways in which users engage with people, products, or systems during an activity.

14
New cards

Objects (AEIOU)

The devices, tools, and physical or digital products used by people during activities.

15
New cards

Users (AEIOU)

The specific individuals whose roles, characteristics, experiences, and behaviours are being studied in context.

16
New cards

What–How–Why Framework

An observation tool that moves from objective observation to deeper inference in three stages: WHAT (observing actions), HOW (analysing process and effort), and WHY (identifying motivations and emotions).

17
New cards

The Five Whys

An interviewing technique where the interviewer repeatedly asks 'why' to peel back surface complaints until reaching the root cause and emotional core of a problem.

18
New cards

Explicit Needs

Needs and requirements directly expressed and clearly articulated by users during interviews or feedback.

19
New cards

Implicit Needs

Unspoken user needs that are not directly articulated but are revealed through field observation, analysis, and understanding user emotions.

20
New cards

Say–Do Gap

The disconnect between what people state or report they prefer in interviews and what they actually choose or do when observed.

21
New cards

User Pain Points

Specific problems, inconveniences, or frustrations users experience when trying to accomplish a goal, spanning process, financial, support, or productivity issues.

22
New cards

User Persona

A fictional representation of a target user grounded strictly in real research data, summarizing demographics, goals, frustrations, needs, behaviours, and a real user quote.

23
New cards

Target Archetype

A broad group or segment of users sharing similar characteristics, behaviours, and needs (e.g., college students or senior citizens) used to segment audiences.

24
New cards

Empathy Map

A synthesis tool that organizes user observations into four quadrants—SAYS, THINKS, DOES, and FEELS—to reveal hidden needs and disconnects.

25
New cards

Problem Statement

A clear challenge framework structured as '[User] needs [need] because [insight]' that frames a user problem clearly without embedding a specific solution.

26
New cards

How Might We (HMW) Questions

Questions that reframe identified user problems into open opportunities for creative solution generation.

27
New cards

Goldilocks Test (HMW Questions)

A criteria test ensuring a How Might We question is framed at the correct scope: neither too broad (e.g., 'improve education') nor too narrow (e.g., 'add a red button').

28
New cards

CoWIN Case Study Insight

A national-scale case study showing that designing for the least-connected user and offering multiple assisted pathways (self, helpdesk, on-site) makes inclusion possible at scale.

29
New cards

Namma Yatri Case Study Insight

A ride-hailing case study in Bengaluru demonstrating that empathising with the service provider (auto drivers) rather than only the consumer yields radical solutions such as zero-commission, open-protocol models.