Define and give one real-world example of each of the follow…
Define and give one real-world example of each of the following three principles: Declarative learning (or knowledge) Chunking Cognitive load Then, define the difference between recognition and recall. Provide one example of a real-world interface that expects the user to do more recall than recognition and explain what it expects the user to recall, and provide one example of a real-world interface that allows the user to do more recognition than recall and explain what it allows the user to recognize. If you have difficulty thinking of a real interface for either recognition or recall, you may describe a fictitious interface so long as your description is clear enough to identify whether it is emblematic of recognition or recall.
Read DetailsThe lesson on prototyping provides multiple different spectr…
The lesson on prototyping provides multiple different spectra for classifying prototypes. In this question, you will define these, then evaluate a prototype for how it aligns to these spectra. First, define fidelity as a concept for classifying prototypes. Make sure your answer describes the difference between low and high fidelity prototypes. Second, define evaluation as a concept for classifying prototypes. Make sure your answer describes the difference between evaluating function and performance. Third, define scope as a concept for classifying prototypes. Make sure your answer describes the difference between evaluating horizontal prototypes and vertical prototypes. Finally, consider the prototype description below. Classify this prototype description according to the spectra above. Is it a low or high fidelity prototype, and why do you think so? Is it evaluating function, interface, or performance, and why do you think so? Is it a horizontal or vertical prototype, and why do you think so? The designers of Canvas are prototyping a new way to structure the class page as a whole. They do this with a one-page, static, clean mockup that shows the new layout of the course calendar (in the top right), the student’s course to-do list (in the bottom right), and a new hierarchical menu for navigation on the left. In presenting this prototype to potential users, the designers ask questions like: Where would you go to check an assignment due date? Where would you go to view upcoming events?
Read DetailsImagine you are on a team tasked with designing a new wearab…
Imagine you are on a team tasked with designing a new wearable flashlight for working in the dark, which needs to have different brightness, color, and directional options. You are in the early stages, having already done some needfinding exercises, and it is time to brainstorm some design alternatives. Design your brainstorming process. It should include both group and individual phases. The design will primarily be made of the instructions that would be given at the beginning of each phase to the participants. Your plan should include at least three clear best practices for good brainstorming activities from the lectures, as well as avoid violating or contradicting any other best practices. Then, define each of the following challenges in group brainstorming, and provide a brief strategy for how you will avoid that challenge negatively affecting your brainstorming process: Social loafing Production blocking Performance matching
Read Details