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Summary begrippenlijst engelse begrippen interactie design

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dit is een begrippenlijst met bijna alle begrippen uit de bovengenoemde hoofdstukken.

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H1.1, h4.1 t/m 4.3.1, h11 , h1,7, h6.6, h2.2, h2.3, h12 t/m 12.3, h14 en h15
Subido en
18 de enero de 2022
Número de páginas
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Escrito en
2021/2022
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Begrippen lijst inleiding gedrag en technologie

1. UX, user experience
2. Requirement, a requirement is a
statement about an intended
product that specifies what it is
expected to do or how it will
perform
3. Atomic requirements
shell, figure 11.1 (b) describes
the shell and its fields
4. User stories, user stories
communicate requirements
between team members.
5. Tasks, it is common for a
user story such as the
earlier ones to be
decomposed further into smaller
stories, often called tasks.
6. Epic, an epic is a user story that may take weeks of months to implement. Epics will
be broken down into smaller chunks of effort (user stories), before they are pulled
into a sprint.
7. Functional requirements, describe what the product will do.
8. Nonfunctional requirements, which describe the characteristics (sometimes called
constraints) of the product.
9. Data requirements, capture the type, volatility, size/amount, persistence, accuracy,
and value of the required data.
10. Environmental requirements =, or context of use, refer to the circumstances in which
the interactive product will operate.
11. Physical environment, such ass how much lighting, noise, movement, and dust is
expected in the operational environment.
12. Social environment,
13. Organizational environment, for example, how good is user support likely to be, how
easily can it be obtained, and are there facilities or resources for training, how
efficient or stable is the communications infrastructure, and so on.
14. Technical environment, the technical environment will need to be established. For
example, what technologies will the product run on or need to be compatible with,
and what technological limitations might be relevant?
15. User characteristics, User characteristics capture the key attributes of the intended
user group, such as the users’ abilities and skills, and depending on the product, also
their educational background, preferences, personal circumstances, physical or
mental disabilities, and so on.
16. Cultural probes, these probes consisted of a wallet containing eight to ten postcards
about seven maps, a disposable camera, a photo album, and a media dairy.
17. Design probes are objects whose form relates specifically to a particular question and
context.

, 18. Technology probes, examples for technical probes include toolkits, such as the sense
board for developing IoT applications, mobile phone apps such as pocketsong, a
mobile music listening app.
19. Provocative probes, provocative probes are technology probes designed to challenge
existing norms and attitudes in order to provoke discussion.
20. Contextual inquiry is the core field research process for contextual design, which is a
user centered design approach that explicitly defines how to gather, interpret, and
model data about how people live in order to drive design ideation, contextual
inquiry is also used on its own to discover requirements.
21. Contextual interviews, one-on-one interviews are undertaken by every member of
the design team, each lasting about one-and-a-half to two hours.
22. Apprenticeship model, four principals guide the contextual interview, each of which
defines an aspect of the interaction and enhances the basic apprenticeship model.
These principles are context, partnership, interpretation, and focus.
23. Context principle, the context principle emphasizes the importance of going to the
user, wherever they are, and seeing what they do as they do it.
24. Partnership principle, the partnership principle creates a collaborative context in
which the user and interviewer can explore the user’s life together, on an equal
footing.
25. Interpretation turns the observations into a form that can be the basis of a design
hypothesis or idea. These interpretations are developed collaboratively by the user
and the design team member to make sure that they are sound.
26. Cool concepts, are an addition to the original contextual inquiry idea, and they are
derived from a field study that investigated what it is about technologies that users
find “cool”
27. The joy of life concepts, capture how products make our lives richer and more
fulfilling.
28. Accomplish, empower users
29. Connection, enhance real relationships.
30. Identity, support user’s sense of self.
31. Sensation, pleasurable moments.
32. The joy of use concepts, describes the impact of using the product itself
33. Direct in action, provide fulfillments of intent.
34. The hassle factor, remove all glitches and inconveniences.
35. The learning delta, reduce the time to learn.
36. The day in the life model, representing accomplishment.
37. The relationship and collaboration models, representing connection
38. Wall walk, in which all the generated models are hung up on the walls of a large
conference room for stakeholders to read and suggest design ideas.
39. Personas, are rich descriptions of typical users of the product under development on
which the designers can focus and for which they can design products.
40. Scenario, a scenario is an “informal narrative description” it describes human
activities or tasks in a story that allows exploration and discussion of contexts, needs,
and requirements.
41. Futuristic scenarios, describe an envisioned situation in the future, perhaps, with a
new technology and a new world view.
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