Cards (16)

  • Affinity diagramming
    Process of organizing data by affinity to identify key problems and areas for design intervention
  • Representing users
    Involves understanding the problem space, building empathy, and considering different forms of use, contexts, and situations
  • Design representations
    Tools and outcomes produced in various design stages to manage complexity, e.g., personas and future use scenarios
  • Limitations of representations
    • They are provisional and evolve during the design process, differing from actual entities
  • Personas
    Fictional characters created by designers based on research insights to represent user types
  • Headers
    Labels capturing the essence of themes among findings in affinity diagramming
  • General themes
    Sorting findings into themes during the affinity diagramming process
  • Findings
    Keywords, short sentences, and quotes extracted in affinity diagramming
  • Mental models
    Internal images of how the world works, used in designing systems to match users' existing knowledge
  • Usability principle
    A principle that aims to reduce cognitive load and maintain consistency in design
  • User familiarity
    Incorporating terms and concepts familiar to the target users in the interface design
  • Conceptual models
    Ideal 'mental models' of a system's function that shape users' understanding through design and usability principles
  • Interaction types

    • Instructing
    • Conversing
    • Manipulating
    • Exploring
  • Direct manipulation
    Interaction type good for 'doing types of tasks' like designing and drawing
  • Issuing instructions

    Interaction type suitable for repetitive tasks such as spell-checking
  • Having a conversation
    Interaction type beneficial for people with accessibility needs and computer-phobic individuals like SIRI users