HCI Final

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Current Situation

Describes the current work practice

Brainstorming

spontaneous design involving rapidly creating as many annotated sketches as possible

phenomenology

the philosophical examination of the foundations of experience and action

Contextual Analysis

Systematic analysis of contextual user work activity data to fully understand work context for the new system

Usage Scenarios

Narrative about specific people performing work activities in the existing work context. Includes their needs, goals, concerns.

Lifecycle Tradeoffs

No Clear-cut boundaries Overall goal should be to minimize risk Process should be chosen based on complexity of interaction and work domain

Work

Usage activities to achieve goals within the domain

Physical Mockups

Used as 3D sketches in the design development process

Storyboards

Sequence of visual frames showing interplay between the user and the envisioned system. Include thought bubbles, dialogue, captions, sketches of screens

Ecological Perspective

Focus on how the system works with its environment/context. Conceptual design indicates the system as a black box with inflow and outflow of actions

UX: Attractiveness

How visually appealing the interface is

UX: Memorability

How well a returning user can recall the interface

UX: Robustness

How well are the users supported when they make errors

Step by Step Task Interaction Model

Direct, detailed description of the sequence of events that users execute. Less story-oriented/personal than the usage scenarios.

Usability

ensuring HCI is efficient, effective, and satisfying for users, has more to do with function than emotion

Designing with personas

Focus on designing for just one person. The goal is to make the primary persona very happy and the rest of the candidate personas not unhappy

Interaction Perspective

Focus on how users operate the system, task, actions and intention. Conceptual design presents itself as a vision of how the user operates the system

Work Practice

How people do their work: activities, protocols, customs, traditions

User Personas

Hypothetical archetype of a specific user, built up from contextual data. Includes: Name Personality Work role Hobbies Interests Personality

Importance of UX in SE

Full interaction design is necessary so that all teams know what the user wants and needs

Usefulness

The extent to which a product enables the user to achieve their goals/accomplish tasks in their work context.

Usage models

Models used to describe how the work gets done

Hierarchical Task Inventory (HTI)

Overarching goal broken down into tasks and subtasks

Work activity notes

paraphrased raw contextual data from one user role, representing one idea

UX: Satisfaction

Do users enjoy the interface and results

Work roles

Duties, functions, work activities Can be direct or indirect users and internal or external to the organization

User Experience (UX)

Effects felt internally by users based on usability, usefulness, and emotional impact

Design-thinking Paradigm

Emphasis on interaction is making meaning and emotional aspects. Focus on phenomenology, joy, fun, aesthetics

Mental Model

Explanation of someone's thought process about how something works in the real world

Metaphors

Analogies for communicating the unfamiliar using something familiar to the user

UX Lifecycle

Analyze Design Prototype Evaluate

Requirements extraction and creation of DIMs

Bridging activities between Contextual inquiry/analysis and design

UX: Error Prevention

Constrains imposed to prevent the user from making mistakes

Analysis

Contextual Inquiry Contextual analysis Requirements Extraction Creating Design Informing Models

Design Perspectives:

Ecological, Interaction, Emotional

Idea Creation

(aka "Go" mode) Radical brainstorming in which designers are encouraged to think outside the box. No critiquing is allowed during this phase

Work Activity Affinity Diagram (WAAD)

A bottom-up hierarchical organization of the work activity notes into categories and subcategories

Ideation

Active, fast-moving, iterative, collaborative group process for forming design ideas

WAAD Walkthrough

Add: Design ideas, notes about holes in the data, questions

Design Informing Models (DIM)

Artifacts that drive, inform, and inspire design Can be models of the current system or the envisioned system

Flow Model

Big-picture diagram of the work domain, showing connections between work roles and artifacts. Includes barriers

Designing Activities

Brainstorming, sketching, reviewing, prototyping, storyboards, wireframes

Rationale

Can be included in requirements statements if additional justification is necessary

Affordances

Characteristics of UI objects/features that help users to perform tasks

Work activity data

Collected through the interview/observation practice: Notes Recordings Photos Screenshots On the fly sketches and diagrams Work artifacts

UX-SE Success Components

Coordination, collaboration/communication, dependency, constraint enforcement, synchronization *Collaborative, parallel processes*

Prototyping

Creation of low, medium, and high-fidelity models of the designs

User Models

Define who the users are: work roles, sub-roles, user classes, definitions, personas: Work Roles User Classes Social Models User Personas

Envisioned Situation

Describes future work practice upon implementing the new system

Social Models

Describes the general social environment in which the system is used: philosophy, ambiance, behavioral norms, feelings, attitudes, influences Icons of major social groups Thought clouds for concerns and perspectives Arcs to show the relationship between entities

User classes

Description of relevant characteristics of people who take on a specific work role

Engineering Paradigm

Design of the machine for optimum human performance, focus on functionality

Contextual Inquiry

Gathering detailed descriptions of the user's current work practice through interviews and observation

Candidate Persona

Group of personas considered to be the primary persona, who embody user classes and aim towards the system's primary goals

Functional Affordance

Helps the user to actually perform their work. Ex: The sort button in an Excel sheet must actually work

Physical affordance

Helps users do something physically. Ex: Chain pull toilet flusher

Sensory Affordance

Helps users sense or perceive something using sight, touch, or sound. Ex: Braille writing on a bathroom sign

Cognitive Affordance

Helps users think, learn, know. Ex: Labels on faucet handles

UX: Efficiency

How easily the users can perform tasks

Scenarios in conceptual design

Informally describe key usage situations at a high-level

Requirements

Interaction design requirements Explicitly connect CA and design

Knowledge in the world

Knowledge accessed by users when interacting with a new system: work context, usage manual, mental models of other systems, information from other users

Deductive Reasoning

Logic is used for requirements extraction from work activity notes

Requirement Structure

Major Feature/Category 2nd level category (Optional) Requirement statement with WAAD Node ID Rationale (Optional) Implied Functional Requirement Note

Locus of Influence

Measure of influence or authority a role has in an organization

Artifact model

Posters with information about each artifact, used to show how tangible elements in the environment add to the workflow

Barriers

Problems that interfere with normal user operations Represented with a lightning bolt in all models

Sketching

Rapid generation of freehand drawings to express preliminary designs. Expanding ideas, not refining ideas

Evaluation

Refining interaction design (rigorous and rapid techniques)

"Rich and sticky" personas

Rich: detailed, relevant, believable, with personality Sticky: not just in meetings- make physical manifestations of the persona

Usability Analyst Role

Role that verifies and refines interaction design

Work Domain

The complete context of work and work practice in the target usage environment

Designer's mental model

The designer's conceptualization of the envisioned system: What it is How it works How it is organized

User Interface

The means by which the human and computer system interact

Primary Persona

The single person the system is designed for. Conflicts are always resolved in favor of the primary persona

Human-Computer Interaction (HCI)

The study of designing effective interactive systems for human use

Interviews

Used to understand the current user practice: Ask why, encourage elaboration, ask about specific instances of use

User's mental model

User's internal explanation of how the system works, usually by cause-and-effect relationships, partial explanation of how the system works

Observations

Witnessing current user practice, notes should be taken and artifacts collected

System Concept Statement

concise, descriptive, specific summary of the envisioned system mission. Includes: System Name Users System functions Emotional Impact goals

Emotional Impact

coolness, fun, aesthetics, elegance, identity, safety, pride of ownership- may not be necessary for more serious or complex work domains

Interaction Design

designing interaction (shared action between the system and the user) to satisfy the majority of users- "disappearing" technology

Iteration

repetition and review of the process -> early and often

Ethnography

the scientific description of the customs of individual people and cultures

Critiquing

(aka "Stop" mode) Review and judgement of designs. Keep separate from the idea creation phase

Design Sketches v. Low-Fidelity Prototype

Design sketch: find design solutions, *get the right design* Low-fidelity prototype: Goal is to refine the given design, *get the design right*

Work artifacts

Samples of objects used by the user: forms, paperwork, etc

Design Paradigms

Three waves/perspectives on design: Engineering, Human Information Processing (HIP), Design-thinking

Differences Between UX and SE Goals

1. Code vs Design Quality 2. Technological Constraints vs User satisfaction 3. Functional vs User Requirements

Physical model

Diagram with physical dimensions of the workspace, equipment, and their interaction. Captures roles, activities, and artifacts in the physical setting.

Emotional Perspective

Focus on aesthetics and emotional impact of use, as well as social and cultural implications

Conceptual Design

High-level conceptualization of the system representing the designer's mental model

Human-Information Processing Paradigm

Treat human minds as information processors to understand and model interactions with machines

Challenges of Connecting SE and UX

UX design needs the functional core to work Combining processes in series is very inefficient Can be high risk integrating the two in complex work domains

Components of user experience

Usability and accessibility: HOW Content strategy: management of content Information architecture: structural design of shared environments Functionality: (WHAT) features Platform: hardware User Interface

Knowledge in the head

Used for experience users with a system: Previous experience (with or without the machine), expertise

Work Environment Models

Used to capture how related work environment factors affect tasks in real life

Design

Using requirements to brainstorm, model, and prototype a proposed system: Design Ideation and Sketching Models Storyboards Can have a general definition or a more specific one (the one above)

Requirements Extraction

Walkthrough WAAD Deductively infer requirements from work activity notes Categorize requirements Extrapolate requirements from usage statements

design thinking

discipline with the goal of creating a profound and satisfying UX Blends art, craft, science, invention, innovation


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