Chapter 1
1.2
● It is important to consider who will use the product and in what setting
● And what someone will be doing when they interact w the product/activity they will do in
conjunction
1.3
● Interactive design is “Designing interactive products to support the way people
communicate and interact in their everyday and working lives”
1.4
● User experience = how people feel about a product/how a product behaves and is used
in the real world
● You cannot design a user experience, only design FOR a user experience
● Important aspects to consider: “usability, functionality, aesthetics, content, look and feel,
and emotional appeal”
● Pragmatic (in the context of design) = how simple, practical, and obvious it is for the user
to achieve their goals.
● Hedonic (in the context of design) = how evocative and stimulating the interaction is to
them
1.6
● Disability in the context of design can mean poor interaction design that leads to
exclusion from an experience as well as the actual impairment a person may have
● When designing to overcome disability you can utilise inclusive design (specific colours
that everyone regardless of colour blindness can use) and/or assistive technology
1.7
● Usability goals = “concerned with meeting specific usability criteria, such as efficiency”
● User experience goals = “concerned with explicating the nature of the user experience,
for instance, to be aesthetically pleasing”
○ Different roles but large overlap/impact on each other and must both be
considered
● Usability Goals
○ Effective to use (effectiveness)
○ Efficient to use (efficiency)
○ Safe to use (safety)
○ Having good utility (utility)
■ the extent to which the product provides the right kind of functionality so
that users can do what they need or want to do
○ Easy to learn (learnability)
○ Easy to remember how to use (memorability)
● User Experience Goals:
1.2
● It is important to consider who will use the product and in what setting
● And what someone will be doing when they interact w the product/activity they will do in
conjunction
1.3
● Interactive design is “Designing interactive products to support the way people
communicate and interact in their everyday and working lives”
1.4
● User experience = how people feel about a product/how a product behaves and is used
in the real world
● You cannot design a user experience, only design FOR a user experience
● Important aspects to consider: “usability, functionality, aesthetics, content, look and feel,
and emotional appeal”
● Pragmatic (in the context of design) = how simple, practical, and obvious it is for the user
to achieve their goals.
● Hedonic (in the context of design) = how evocative and stimulating the interaction is to
them
1.6
● Disability in the context of design can mean poor interaction design that leads to
exclusion from an experience as well as the actual impairment a person may have
● When designing to overcome disability you can utilise inclusive design (specific colours
that everyone regardless of colour blindness can use) and/or assistive technology
1.7
● Usability goals = “concerned with meeting specific usability criteria, such as efficiency”
● User experience goals = “concerned with explicating the nature of the user experience,
for instance, to be aesthetically pleasing”
○ Different roles but large overlap/impact on each other and must both be
considered
● Usability Goals
○ Effective to use (effectiveness)
○ Efficient to use (efficiency)
○ Safe to use (safety)
○ Having good utility (utility)
■ the extent to which the product provides the right kind of functionality so
that users can do what they need or want to do
○ Easy to learn (learnability)
○ Easy to remember how to use (memorability)
● User Experience Goals: