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Samenvatting - Inleiding Psychologie (L.22856) - English €6,16
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Samenvatting - Inleiding Psychologie (L.22856) - English

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Deze samenvatting is speciaal gemaakt voor eerstejaarsstudenten Toegepaste Psychologie. De inhoud is overzichtelijk gestructureerd per hoofdstuk en bevat alle belangrijke begrippen, theorieën en basiskennis die je moet kennen voor je tentamens. De samenvatting biedt heldere uitleg van psycholog...

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  • 4 juni 2025
  • 10
  • 2021/2022
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Inleiding Gedrag en Technologie Samenvatting
§2.2 What is involved in Interaction Design?
Interaction design had specific activities focused on discovering requirements for the
product, designing something to fulfill those requirements, and producing prototypes that
are then evaluated. In addition, interaction design focuses attention on users and their goals.
The product’s use and target domain are investigated by taking a user-centered approach to
development. Users’ opinions and reactions to early designs are sought out. This means that
users’ concerns direct the development of the product rather than just technical concerns.

Design is also about balancing the conflicting requirements. One common form when
developing a system is to offer advice, for example, is deciding how much choice is given to
the user and how much direction the system should offer. This usually depends on the
purpose of the system. Generating alternatives is important in most design disciplines and
it’s also central in interaction design. Generating many ideas isn’t hard, choosing which one
to pursue is.

Involving users and others in the process means that everything will need to be
communicated to people other than the designer. This requires the design to be captured
and expressed in a form that allows review, revision, and improvement. When users are
involved, capturing, and expressing a design in a suitable format (writing, prototypes, or
sketches) is important since they probably won’t understand ‘scientific terms.’ Prototypes
are the most powerful and effective approach because the users can interact with them.

§2.2.1 Understand the problem space.
The first phase in the double diamond is exploring the problem space but it can be
overlooked by those new to interaction design. The problem with starting at the nuts and
bolts of the design (how it’s going to look and work) is that potential users and their context
can be misunderstood. Usability and user experience goals can be overlooked as well.
Understanding the problem space is essential to arrive at workable solutions that are safe.

By articulating the problem space, we mean figuring out what the current user experience is,
why it needs to be changed, and how this change will impact the experience. It’s usually
done as a team effort and it’s likely that every team member will have a different
perspective on it. This way there’s less chance of incorrect assumptions and unsupported
clams creeping into a design solution that ends up being unusable or unwanted.
Furthermore, designers are expected to justify their choices and must convince the others
with rationalized reasons.

Box 2.1 Four approaches to interaction design.
Dan Saffer suggests four main approaches to interaction design, each of which is based on a
distinct philosophy: User-centered design, Activity-centered design, Systems design, and
Genius design.
Saffer acknowledges that the purest form of any of these approaches is unlikely to be
realized, and he takes an extreme view of each in order to distinguish among them. In user-
centered design, the user knows best and is the guide to the designer; the designer’s role is
to translate the users’ needs and goals into a design solution.

, Activity-centered design focuses on the behavior surrounding particular tasks. Users still play
a significant role, but it is their behavior rather than their goals and needs that is important.
Systems design is a structured, rigorous, and holistic design approach that focuses on
context and is particularly appropriate for complex problems. In systems design, it is the
system that the center of attention, while the users’ role is to set the goals of the system.

Finally, genius design is different from the other three approaches because it relies largely
on the experience and creative flair of a designer. Jim Leftwich, an experienced interaction
designer interviewed by Saffer, prefers the term rapid expert design. In this approach, the
users’ role is to validate ideas generated by the designer, and users are not involved during
the design process itself. Saffer points out that this is not necessarily by choice, but it may be
because of limited or no resources for user involvement.
Different design problems lend themselves more easily to different approaches, and
different designers will tend to gravitate toward using the approach that suits them best.
Although an individual designer prefers a particular approach, is important that the
approach for any one design problem is chosen with that design problem in mind.

§2.2.2 The importance of involving users.
Involving users in the development is the best way to ensure that the end product is usable
and that it will be used. In commercial projects, a role called the product owner is common.
His job is to filter user and costumer input in the development cycle and to prioritize
requirements or features.
Expectation management is the process of making sure the users’ expectations are realistic.
It ensures that there are no surprises for users.

§.2.2.4 What is a user-centered approach?
By user-centered approach we mean that the real users and their goals are the driving force
behind product development. When the field of HCI was being established, three principles
were laid out that were believed to lead to a ‘useful and easy to use computer system’.
1. Early focus on users and tasks. This means understanding who the users will be by
studying them in every angle. This requires observing users in their daily life, studying
their tasks, and then involving the users in the design process.
2. Empirical measurement. Early in the development, the reactions of the intended
users to manuals and so forth, are observed and measured. Later, users interact with
prototypes, and their reactions are observed, recorded, and analyzed.
3. Iterative design. When problems are found, they will be fixed before more tests are
carried out. This means that the design and development are iterative, with the
necessary design-test-measure-redesign cycles.

Early focus on users and tasks.
1. Users’ tasks and goals are the driving force behind the development.
2. Users’ behavior and context of use are studied, and the system is designed to support
them.
3. Users’ characteristiscs are captured and designed for.
4. Users are consulted throughout development all through the process.
5. All design decisions are taken within the context of the users, their activities, and
their environment.

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