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Samenvatting Tentamen overzicht Designing User Experience, ISBN: 9781292155517 Ontwerpen Van Interactieve Systemen

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Een overzicht van alles wat je moet leren voor het tentamen, met belangrijke concepten, afbeeldingen etc. gesorteerd op hoofdstuk

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Uploaded on
June 14, 2021
Number of pages
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Written in
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Hoofdstuk/artikel Belangrijk! Aanvulling
H1 UX - UX design = product design +
system design + service design +
interactiviteit
 Enjoyable, useful en
enhancing life
- UI: alle delen van een systeem
waar mensen mee in contact
komen.
 Fysiek, perceptueel en
conceptueel
- Human-centered approach 
Human-computer interaction
(HCI)
- Human factors
 Kahnemann: S1 (snel) en S2
(langzaam)
H2 PACT - PACT:
 People
 Psychological,
physiological, social en
attitudinal differences
 Mental models
 Activities
 Temporal aspects
 Cooperation
 Complexity
 Safety-critical
 The nature of the content
 Context
 Organizational context
 Social context
 Physical circumstances
 Technologies
H3 UX design - Ontwerpen = understand 
observe  visualise
 Double diamond model:
discover  define  design 
deliver
- Ontwerpproces
1. Envisionment  prototypes
2. Understanding
3. Evaluation
4. Design
 Conceptual design
 Physical design:
Operational design,
Representational design,
Design of interactions.
- Persona’s & scenario’s

, H4 Cross Channel - Ontwerpen van een service
UX oftewel een sequentie van
interacties
- Vijf elementen (JJ Garrett):
 Strategy
 Scope
 Structure
 Informatie architectuur:
ontologie, topologie,
volatiliteit
 Skeleton
 Surface
- User journey
- Cross-channel ecosystemen
 Wayfinding (navigatie)
 Exploration
 Object identification
H5 Usability - Accessibility (P vs T)
 Fysiek, conceptueel,
economisch, cultureel,
sociaal etc.
- Acceptability (A vs C)
 Politiek acceptabel, gemak,
sociale en culturele
gewoonten, nuttigheid,
economisch etc.
 Technology Acceptance
Model  UTAUT-model
- Usability (P+T vs A)
- 12 Usability design principles in 4
categorieën
 Helping people access, learn and
remember the system: VCFA
 Giving them the sense of being in
control, knowing what to do and how
to do it: NCF
 Safely and securely: RC
 In a way that suits them: FSC
H6 Experience - Engagement
design  Identiteit
 Adaptiviteit
 Narratief
 Immersie
- Four Fun Keys-model
- Emoties
- Pleasure
 Physio-pleasure
 Socio-pleasure
 Psycho-pleasure
 Ideo-pleasure
- Esthetiek
H7 Understanding - Requirements
 Functional (must do)
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