INST362 Final Exam
Context Cues
Creative human activity New ideas synthesized and put together Focus on interaction design
Interaction Perspective focus
How users operate a system or product A task and intention view Where the user and system come together Lab-based Testing Field Testing
Design Thinking
Human centered Requires thorough understanding of user needs Including emotional needs
Ecological Perspective: Question
How system or product is used in it's context How system or product communicates with people and systems in it's environment
Ecological Perspective Questions
How system or product is used in it's context? How system or product communicates with people and systems in it's environment?
Types of Evaluations
Summative and Formative
Paradigm
A world view that includes a set of practices, expectations, & values
Mental Model
An explanation of someone's thought process about how something works in the real world.
Mental model
An explanation of someone's thought process about how something works in the real world.
Why Rapid?
Cost Rapidly changing design
Usually a Hybrid: Analytic
Expert plays role of user
Design Perspectives
Filters to guide thinking, scoping, discussing, and doing design
Ecological Perspective focus
Focus is on how system or product works within it's external environment
Analytic Methods
Focus: inherent attributes of design (rather than seeing design in use) E.g., Design walkthroughs, UX inspection methods
Empirical Methods
Gather data from use by real participants Usually in lab-based setting
Low fidelity
Give high level, more abstract impressions of the design
Summative Evaluation Metaphor
Guests tasting soup
Formative Evaluation Remember:
Helps you form design
Engineering: Success
(Utilitarian approach) Measured by how much a user can accomplish
Participants
5-12 users typically involved
Design Thinking Success
A profound and satisfying user experience
Questionnaires
A self-reporting data collection technique Primary instrument for collecting quantitative subjective data Used to supplement objective data or can be an evaluation method on it's own In past, primarily used to assess user satisfaction But can contain probing question about full user experience Especially good for emotional impact, perceived usefulness
low fidelity
Appropriate when design details have not been decided or are likely to change Test users do take them seriously Effective in design evaluations
Summative Evaluation Purpose:
Assess user experience given a certain designExample: Critical incident identification, Think aloud Example: Usability study, Surveys, Ethnographic studies Assess improvement in experience
Design Thinking
Brings a vision of the designed user experience and product appeal and how the design of a product can induce that experience & appeal. Brings in UX earlier
Design Thinking : Integrative
Brings together contextual inquiry & analysis, modeling, creativity, & innovation
Usually a Hybrid: Empirical
Can involve "simulated empirical" aspects
Choosing the right kind of prototype
Choose the right breadth Depth Fidelity Interactivity
Conceptual Design
Connect's the designer's mental model to the user's mental model.
Conceptual Design
Connect's the designer's mental model to the user's mental model. Why is this connection important?
Formative Evaluation Metaphor
Cook tasting soup
Using the right level of Fidelity
Depends on design perspective being addressed Ecological Interaction Emotional
interaction Perspective describes
Describes how users operate the system or product
Design Thinking:
Design Paradigms Defining Design Thinking Design Perspectives
Types of rapid evaluation methods
Design walkthrough Informal demonstration of design concepts Empirical and/or Analytical
Mental Models from the Design Perspectives
Ecological Perspective Interaction Perspective Emotional Perspective
Types of Methods
Emperical Analytical Rapid Rigorous
Three Design Paradigms
Engineering Human Information Processing Design Thinking
Paper-in-device Mockup
Especially for mobile applications Draw prototype screens on paper Scan and load into device Display as sequence of digital images Images respond to user navigation Uses gestures the device can recognize
Formative Evaluation Purpose:
Identify UX problems in design Example: Critical incident identification, Think aloud
Questionnaires Pros
Inexpensive Easy to administer
"Wizard of Oz" Prototypes
Input actions sent to hidden person @ evaluator's computer Sends appropriate output back to user's computer Gives designers idea of what could've/should've been done by the design
Usability testing + Controlled lab studies is
Interaction Perspective
"Wizard of Oz" Prototypes
Man behind the curtain Deceptively simple Appearance of a high degree of interactivity Highly flexible prototype
Design Thinking
Market oriented E.g., Apple: Designed by Apple
"Click Through" Prototype
Medium fidelity prototype with some active links or buttons Allows sequencing through screens by clicking Usually no more functionality than that
Conceptual Design
Mental Models Metaphors Story Boards
Human Information Processing
Modalities used to communicate issues with the car
Design Thinking
More than a box in the lifecycle. A discipline of it's own. A way of creating a new vision
QUIS (Questionnaire for User Interface Satisfaction)
One of the earliest and most used Organized around general categories: Screen, terminology, learning, system capabilities Many practitioners supplement QUIS with their own questions specific to design being evaluated
Measurements
Performance tasks Clicks, steps, errors, time
Formative Evaluation Data Type
Qualitative
Summative Evaluation Data Type
Quantitative
Questionnaires Cons
Require effort to produce so that data is reliable and valid
Formal Evaluation
Rigorous experimental designs With controls, hypothesis testing Results subjected to statistical tests to determine significance
"Wizard of Oz" Prototypes
Simulate behavior in complex situations Used where user inputs are unpredictable Two connected computers in different rooms
Hybrid Empirical & Analytic
Simultaneously performing tasks "Observing" UX problems but much is analytic
"Click Through" Prototype
Some ability to respond to user actions Show interaction flow and some kinds of behavior
Medium Fidelity
Sometimes you need a prototype with a level between high and low fidelity Usually means wireframes because they can be made at almost any level of fidelity
Emotional Perspective
Starts with the out-of-the box experience People use products as part of a larger activity
Interaction Perspective consider
User intentions Sensory, cognitive & physical user actions Device behavior Task-oriented view
Data Collection
Video Data Pre & Post Surveys Interviews & Focus Groups Software logs Field Notes Eye tracking
Labs & Equipment
Video Recording Equipment Eye tracking Furniture & scenery to mimic the context Mobile equipment
Designer's Mental Model
Vision of how a system works as held by the designer.
User's Mental Model
Vision of how a system works as held by the user.
Designer's Mental Model Questions
What the system is? How the system is organized? What the system does and how?
Questions for Designer's Mental Model
What the system is?How the system is organized? What the system does and how?
Most extreme value in each direction on scale is
an anchor
Ecological Perspective: Focus is on
how system or product works within it's external environment
Human Information Processing: Focus on
metaphor of mind and computer as symmetrically coupled information processors
Human Information Processing: Based on
models of how information is sensed accessed and transformed in the human mind and... How these models reflect requirements for hardware & software
Ecological Perspective focus is
on how system or product works within it's external environment How system or product is used in it's context How system or product communicates with people and systems in it's environment
Development often refers to
programming or software implementation
Human Information Processing: Roots in
psychology and human factors
Engineering: Focus on
reliability, user performance, user productivity, avoiding & eliminating errors
Likert Scales AKA
semantic Differential Scales Labels can also be pictorial (e.g., smiley faces)
Engineering: Roots in
software engineering, human factors, & usability engineering
Doing is the best kind of
thinking
Emotional Perspective consider
Expected overarching emotional response Aesthetics & visual design
Fully Programmed Prototype
Expensive, limited calls for this Good if you really need full-system operational prototype
Summative Evaluation Remember
Helps you sum up design
High Fidelity
High details of appearance and interaction behavior Required to evaluate design details How users can see complete (in sense of realism) design
Prototype Fidelity
How finished the prototype is perceived to be by participants
Interaction Perspective: Focus
How users operate a system or product A task and intention view Where the user and system come together Where users look at displays and manipulate controls Doing sensory, cognitive, and physical actions
Design Thinking
Joy of riding Optimized fuel economy
Informal Evaluation
Less rigorous methods No need for controls Usually with small sample size, only summary statistics (e.g., mean, variance)
Questions for User's Mental Model
What the system is?How the system is organized? What the system does and how?
Adapting Questionnaires
You can modify an existing questionnaire Choosing a subset of questions Changing the wording in some questions Adding questions to address specific areas of concern Using different scale values
Mental Model Example
Your mental map of how to get around
Design Thinking takes into
account social & cultural aspects of interaction
Emotional Perspective: Focus
aesthetics and joy of use Emotional impact and value-sensitive impact Social and cultural implications
Emotional Perspective focus
aesthetics and joy of use Emotional impact and value-sensitive impact Social and cultural implications
Design Thinking includes
emotional & phenomenological concerns
Emotional Perspective describes
intended emotional impact
SUS (System Usability Scale)
just 10 questions Alternates positive and negative questions Five point Likert Scale Robust, extensively used Widely adapted Technology Independent
Ecological Perspective describes how
system works within it's environment
Design sometimes refers to
whole UX lifecycle