HCI

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User Persona

A description of a archetypical, hypothetical, imaginary user 1. Behaviors 2. Goals

Usability Requirement

A falsifiable, well-defined requirement for assessing a usability goal.

Conceptual Model

A high-level description of how a system is organized and operates

Predictive Models

A method for predicting how usable an interface is as a function of certain design characteristics

Paradigms

A set of practices that a community has agreed upon

Frameworks

A set of steps, concepts, questions, etc. for guiding designers

Linus Torvalds

Added Kernel to Linux Father of Linux

Evolution of the Desktop

Added colors Used concepts of a literal desktop

Common Ground

Allowing the design team to establish a set of common terms that all can understand and agree upon, reducing the chance of misunderstandings and confusion arising later on

Usability Goal

An abstract (often high-level) criteria by which a system must pass to be considered 'usable'.

Orientation

Enabling the design team to ask specific kinds of questions about how the conceptual models will be understood by the targeted users

The Mother of All Demos

Engelbart Mouse, Video conferencing, Hypetext Grocery list management

Richard Stallman

Free software foundation GNU

Metaphors/Analogies

To convey to the user how to understand what a product is for and how to use it for an activity.

Conversing

Users can have a dialogue with a system

Manipulating

Users interact with objects in a virtual or physical space by manipulating them

Instructing

Users issue instructions to a system EX: type command, select options, voice command, etc.

Exploring

Users move through a virtual environment or a physical space

User Roles

With multi-sided users, use cases are very different

Concepts

Task-domain objects, their attributes, and operations that can be performed on them.

Problem Space

The bounds within which an interaction takes place

Mappings

The mappings between the concepts and the user experience the product is designed to support or invoke

Human-computer interaction

The study, planning, and design of the interaction between people and computers.

Falsifiability

The trait of a statement, hypothesis, or theory whereby it could be shown to be false if some conceivable observation were true.

How Do Data Gathering Techniques Differ?

1. Amount of Time 2. Level of Detail 3. Risk 4. Knowledge analyst requires

Issues with Metaphors

1. Breaks the rules (of the real world) 2. Too constraining 3. Conflicts with design principles 4. Not being able to understand the system functions beyond the metaphor 5. Overly literal translation of bad design 6. Limits designers' creativity

User Requirements

1. Characteristics 2. System Use 3. Distributions

HCI is at the intersection of which disciplines?

1. Computer Science 2. Behavioral Science 3. Design

How Can Personas Be Helpful?

1. Descriptions: workflow, goals, environment 2. Can Help In: conceptual models, usability requirements, prioritizing features

Categories of Usability Goals

1. Functional 2. Affect- "users remain attentive"

Users and Tasks Process

1. Identify Users 2. Identify and Prioritize Uses/Tasks 3. Establish Usability Goals 4. Formalize Goals as Usability Requirements

Interaction Types

1. Instructing 2. Conversing 3. Manipulating 4. Exploring

Components of a Conceptual Model

1. Metaphors / Analogies 2. Concepts (or Objects) 3. Relationships (between Concepts) 4. Mappings (or Operations)

Components of first GUI

1. Mouse 2. Hypertext Links 3. Raster-scan video monitors 4. Screen Windowing

Benefits of Understanding a Problem Early

1. Orientation 2. Open-Mindedness 3. Common Ground

Needfinding Techniques

1. Questionnaire 2. Interviews 3. Focus Groups 4. Naturalistic Observation 5. Study Documentation

Design Principles

1. Simple and natural dialog 2. Speak the user's language 3. Minimize user's memory load 4. Be consistent 5. Provide feedback 6. Provide clearly marked exits 7. Provide shortcuts 8. Deal with errors in a positive manner 9. Provide help

Norman's Design Principles

1. Visibility 2. Feedback 3. Affordance 4. Mapping 5. Constraint 6. Consistency

Basic Lessons on Users + Tasks?

1. Who are the users 2. What the users need to do in the system

Douglas Englebart

1970 First GUI

Where was the first GUI created?

By Xerox in Palo Alto in 1970

Theories

Can inform and/or inspire design

What does it mean to conceptualize an interaction?

Define the interaction within a problem space abstractly without reference to any particular technology or design

Vannevar Bush

Hypothesized an electromechanical research library. First concept of Hypertext systems. First concept of forum. 1930s

Stakeholders

Other parties that have some stake in the system design

Open-Mindedness

Preventing the design team from becoming narrowly focused early on

Needfinding

Process by which you "get" tasks

Relationships

Relationships between concepts. Whether objects are contained in one another and the relative importance of actions.

What is Included in a Problem Space?

Relevant parties, objects, tasks, behaviors


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