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INF3720 Assignment 2 solutions

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INF3720 ASSIGNMENT 2
SOLUTIONS
Q1
1.1 Usability (2 marks):
Usability refers to the extent to which a product, system, or interface can be used effectively,
efficiently, and satisfactorily by its intended users. It focuses on the ease of use and learnability of
the design, allowing users to accomplish their tasks and achieve their goals without unnecessary
frustration or confusion. Usability is often measured through usability testing and evaluation
methods, such as observing user behavior, collecting feedback, and analyzing task performance.

1.2 User experience (2 marks):
User experience (UX) encompasses the overall experience and perceptions a person has while
interacting with a product, system, or service. It goes beyond usability to consider the user's
emotional, cognitive, and affective responses. User experience design aims to create meaningful and
positive experiences by understanding users' needs, behaviors, and motivations. It involves aspects
such as aesthetics, ease of use, pleasure, satisfaction, and the overall impression that the design
leaves on the user.

1.3 Metaphors (2 marks):
Metaphors in interaction design refer to the use of familiar concepts or objects from the real world
to represent or illustrate abstract or complex ideas or functionalities in a digital interface. Metaphors
can provide users with a mental model that helps them understand how to interact with a system or
interface. For example, the use of a trash can icon to represent deleting a file or the visual
representation of a desktop to organize files and applications are metaphors that make digital
experiences more intuitive and relatable.

1.4 Anthropomorphism (2 marks):
Anthropomorphism is the attribution of human characteristics, behaviors, or qualities to non-human
entities, such as objects, animals, or digital interfaces. In interaction design, anthropomorphism can
be used to make technology more approachable and relatable by incorporating human-like traits.
This can include giving digital assistants or chatbots human names, using human-like gestures or
expressions in graphical user interfaces, or providing voice-based interactions that mimic human
conversation. Anthropomorphism can enhance the user's sense of familiarity and engagement with
the technology.

1.5 Paradigm (2 marks):
In interaction design, a paradigm refers to a set of assumptions, concepts, and practices that shape
the design approach and influence the way users interact with a product or system. It represents a
particular way of thinking and designing within a given context. For example, the graphical user

, interface (GUI) paradigm introduced by personal computers revolutionized the way people
interacted with technology, moving away from command-line interfaces to visual representations
and direct manipulation. Paradigms can shape the overall user experience and determine the
conventions, patterns, and interactions expected within a specific design domain.



Q2
2.1 Job description of an Interaction designer in point form:
- Collaborate with the development team to understand project requirements and goals.
- Conduct user research and gather insights about the target users, their needs, and behaviors.
- Create user personas and user scenarios to guide the design process.
- Develop wireframes, prototypes, and interaction flows to illustrate design concepts.
- Collaborate with visual designers to ensure a cohesive user interface design.
- Conduct usability testing and gather user feedback to inform design iterations.
- Ensure the final design is usable, accessible, and meets the needs of the users.
- Collaborate with developers to implement the design and ensure its fidelity.
- Stay updated with industry trends and best practices in interaction design.



2.2 Initial design sketch:
The double diamond design process consists of four phases: Discover, Define, Develop, and
Deliver. For this question, we will focus on the first three phases and provide an initial design using
sketches. Sketches draw your own so they can be different

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