Interactive Design Final

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Last updated 8:08 PM on 4/29/26
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19 Terms

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Qualitative Data

Opinions

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Quantitative Data

Metrics

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Focus Group

A group of selected individuals that are asked questions that are recorded. (Qualitative Data)

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Navigation

The way in which a user makes their way through an application.

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Signposts

Signifiers that inform users of where they are and where the go next to find what they are looking for.

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Gestalt Principles

(Proximity, Similarity, Closure, Continuity, Figure)

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Needs Finding

Exercises used to determine design requirements.

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Font Pairs

Avoid similar fonts. Choose either the combination of a bold and simple font or a serif and non-serif font.

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Kerning

The horizontal space between letters.

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Leading

The vertical space between letters.

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Affordances

What a design allows users to do.

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Mapping

Connections between input and output.

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Visibility/Signifiers

Shows what functions are available.

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Usability Goals

The functionality of a program and how it creates a pleasant user experience.

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Experience Goals

How the user feels and the purpose the application serves the user.

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Wafaa Bilal

Preformance artist that makes work on the Iraq war.

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Andrea Polli

Makes work that visualizes environmental data.

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David Rokeby

Uses computer vision to facilitate user interaction with his work.

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Everyware

Makes interactive surfaces that often respond to touch.