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Samenvatting interaction design 5th edition

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Volledige hoofdstuk beschrijving: h1 (1.1,1.71,1.72,1.73) h2 (2.2,2.24,2.25,2.26)(2.3,2.23,2.34) h4 (4.1,)(4.2,4.21,4.22,4.23,4.24,4.25) (4.31) h6(6.6) h11(11.1) (11.21,11.22,11.23)(11.3,11.31)(11.4,11.42,11.43) (11.5.1) Half engels half Nederlands. Zoals je het op de toets moet leren, begrippen zijn engels uitleg is in het Nederlands. Het een en ander is aangevuld met informatie uit de hoorcolleges van Saxion. Boek wordt op Saxion gebruikt voor de les inleiding gedrag en technologie.

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H1 (1.1,1.71,1.72,1.73) h2 (2.2,2.24,2.25,2.26)(2.3,2.23,2.34) h4 (4.1,)(4.2,4.21,4.22,4.23,4.24,4.2
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Samenvatting interaction
design 5th edition




Door Zoë Sluimer

, Interaction design 5th edition
1.1 HOOFDSTUK 1
difference between interactive products. Some are designed with the user in mind
(phone, fitness trackers), others are not. They have been engineered (ontworpen)
primarily as software systems to perform set functions (een bepaalde functie uit te
voeren). Examples are complicated press technics in stoves where its questionable
how easy the use is in real world context.
Alan cooper points out many new products do not stick on to interaction design
principles (1990’s). for example, many apps do not offer an undo button.
If we understand the negative aspects (frustration and annoyance) and hold on to the
positive experiences of the user. We can design products that are easy and effective
from the user’s perspective.

UX-designer: is een professional die zich bezighoudt met het ontwerpen van een
fijne gebruikerservaring door te kijken naar de voorkeuren, behoeften en
meningen van de betreffende gebruikers van een product of service.

1.7.1
Usability goals have specific usability criteria. If u want to test a product, ask yourself
specific questions about the product. Ask how long it takes the user to understand
the most basic functions of this smartwatch, instead of how the system is easy to
learn.
6 Usability goals:
 Effective to use (effectiveness)
 Efficient to use (efficiency)
 Safe to use (safety)
 Having good utility (utility)
 Easy to learn (learnability)
 Easy to remenber how to use (memorability)

Effectiveness: een algemeen goal, het verwijst naar hoe goed een product is in het
doen wat het zou moeten doen.
Specific question: is the product capable of allowing people to learn, carry out their
work efficiently, access the information that they need, or buy the goods that they
want.
Efficiency: verwijst naar de manier waarop het product de gebruikers support hun
taken uit te voeren. Specific question: once users have learned how to use a product
to carry out their tasks, can they sustain a high level of productivity.
Safety: Omvat de bescherming van de gebruiker van gevaarlijke condities en
ongewilde situaties.
Specific question: what is the range of errors that are possible using the product, and
what measures are there to permit users to recover easily from them.
Utility: (hulpprogramma) verwijst naar de mate waarin het product de juiste soort
functionaliteit biedt, zodat gebruikers kunnen doen wat ze nodig hebben of willen.
Specific question: does the product provide an appropriate set of functions that will
enable users to carry out all of their tasks in the way they want them to do.
Learnability: verwijst naar hoe makkelijk een systeem is om te leren te gebruiken.
Specific question: is it possible for the user to work out how to use the product by
exploring the interface and trying certain actions. And how hard would it be to learn
the whole set of functions in this way.
R131,22
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