HCI End Term Exam
ethnography
A Branch of Anthropology that focuses on the study and systematic description of various human cultures.
Physical Mockup
A tangible, three-dimensional, physical prototype or model of a device or product, often one that can be held in the hand, and often crafted rapidly out of materials at hand, and used during exploration and evaluation to at least stimulate physical interaction.
Flexibility and efficiency of use
Accelerators-unseen by the novice user-may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
Ideation
An active, creative, exploratory, highly iterative, fast-moving collaborative group process for forming ideas for design, With a focus on brainstorming, it is applied design thinking.
Design Walkthrough
An easy and quick evaluation method that can be used with almost any stage of progress. Explores a design on behalf of users to stimulate the user's view of moving through the design, but to see it with an expert's eye. Team tries to anticipate problems that users might have if they were the ones using the design. Not enough for interacting with customers or users.
Paper-in-device prototype
An extension of physical mockup prototyping where paper sketches/drawings are used to simulate screenshots. Especially useful for simulating interaction with mobile phone apps
Metaphors
Analogies for communication and explanations. Explain unfamiliar using familiar conventional knowledge. Use what users already know about existing or phenomena
Analytic Evaluation
Based on looking at inherent attributes of the design rather than seeing the design in use. Intrinsic. more controlled and most likely formative. Rooted in theory, models, and guidelines. Less expensive
Baseline Level
Benchmark level for the current version of the system
Task Unification
Bring together unrelated tasks or functions. SIT
Horizontal Prototype
Broad in feature coverage, less depth of detail-> good overview Will not support details of work flow. Evaluation not too realistic.
Lab-based evaluation
Carefully selected set of representative tasks. Based on task analysis of the system, design goals. claims are used to guide task selection. Control aspects of situation that are uninteresting and collect multiple measures of usability impacts. Interpretation comes back to the validity of test. Both ecological(realism) and internal(controls)
Formative Evaluation
Collecting qualitative data to identify and fix UX problems and their causes in the design
UX Targets
Collection of info defining the user goal, metric, and other info. UX target table(see image).
Video prototype
Conceptual video of a possible(game-changing) future
Designer's Mental Model
Conceptualization of the envisioned system. Created from what is learned in CI and CA. Transformed into design by ideation and sketching.
Step-by-step task interaction model
Contains a detailed description of task performance observed in users or as told by users
Multiplication
Copy a component and then alter it. SIT
Storyboards
Created as a sequence of visual frames. Illustrate interplay between user and envisioned system. Bring design to life in graphical form.
Interaction Design
Creating conceptual design and determining interaction behavior and look and feel.
Conceptual design iteration
Critique and compare multiple design concepts. Sort out the best one. Weigh concept feasibility. Prototypes: paper to low-fidelity storyboards and wireframes
Comparison of UX and DT lifecycles
DT inspires innovation activities with human-centered design.
Objective Data
Data observed directly by either the evaluator or the participant
Wireframe
De facto represnetation medium for interaction design: prototyping, documenting, communicating to implementers. Major bread-and-butter tool of interaction designers. Define Web page or screen content and navigational flow. Show approximate visual layout and behavior. Represent design objects and navigation.
Scenarios in Conceptual Design
Describe key usage situations happening over time. Deliberately informal, open-ended, and fragmentary. address high-level technological descriptions. Designers extract claims about the system that can be analyzed and evolved. cover all of the basic stages of interactions. Includes actor(s) who are working toward a goal with a role for technology.
Natural mappings
Design mappings between action and result that users naturally understand.
Aesthetic and minimalist design
Dialogues should not contain info which is irrelevent or rarely needed.Every extra unit of information and diminishes their relative visibility.
Heuristic Evaluation
Each inspecter browses through each part of interaction design. Assessing compliance to heuristics. Notes where heuristics are supported and where violated. Inspectors work together as a team.
Help users recognize, diagnose, and recover from errors
Error messages should be expressed in plain language(no codes), precisely indicate the problem, and constructively suggest a solution
Error Prevention
Even better than good error message is a careful design which prevents a problem from occurring in the first place.
Help and documentation
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
RITE UX Evaluation
Fast collaborative test-and-fix cycle. Pick low-hanging fruit with relatively low cost. Fix and retest in quick cycle. Selected UX practitioner to be facilitator(to direct testing session). Come together(designers + evaluators) to discuss
Physical model
Gives the roles, activities, and artifacts of other models a physical setting, showing the physical environment as it supports (or not) the work,
Engineering Paradigm
Goal is user productivity and eliminating user errors. Purely utilitarian and requirements-driven approach
Constraints
Guide the user into correct action by limiting the available options
Functional Affordances
Help users do real work (and play) and get things done, to use the system to do work.
Sensory Affordances
Helping users with their sensory actions: seeing, hearing, and feeling(and tasting and smelling) things
UX Goals
High-level objectives. e.g., ease-of-use, speed of operation, user satisfaction, performance, safety
Interactivity of prototypes
How much one can interact with a prototype. Not independent of fidelity of the prototype
Ecological Design Perspective
How the system or product works within its external environment.
interaction perspective
How users operate the system or product.
Robustness
How well are we supporting users when they face errors
User's mental model
Internal explanation user has built about how system works. Look for cause and effect relationships and form theories. Guide our behavior and actions in task performance. product of many different inputs
Emotional Perspective
It is about emotional impact and value-sensitive aspects of design
Usability Inspection
It is an expert walkthrough based on usability guidelines, often working from a checklist. Indirectly assesses usability/UX using heuristics and guidelines. May or may not use a standard set of tasks. Summarize by listing problems identified in each category often rating them for severity
Formative Evaluation
It is primarily diagnostic; it is about collecting qualitative data to identify and fix UX problems and their causes in the design. helps you form design
Feedback
Keep the user informed of what is going on
Ideation iteration
Lightning-fast, loosely structured iteration. For the purpose of exploring design ideas. Sketches as prototypes. Brainstorming, discussion, critiquing as evaluation
Consistency
Maintaining the wording, actions,style, color(internally or externally)
Attribute Dependency
Make attributes change in response to changes in another attribute of in the environment. SIT
Visibility
Make features and status visible without clutter
Recognition rather than recall
Minimize the user's memory load by making objects, actions, and options visible
Prototyping Presentation Tools
Paper sketches/printouts, images and videos, PowerPoint
Prototyping Hardware/Software Toolkits
Phidgets/Raspberry Pi, Arduino/LilyPad, 3D Printing
Design refinement iteration
Prototype usually medium to high fidelity. Evaluation-Rapid method, Full rigorous process
Target Level
Quantitative statement of an expected value for a metric
Fidelity
Reflects how "finished" a prototype is perceived to be by customers and users. Not how authentic or correct underlying code is. Often the code is incomplete or largely non-existent.
Artifact Model
Shows how tangible elements(physical or electronic) are used and structured in the business process flow of doing the work.
Local Prototype
Small area where horizontal and vertical slices intersect. Used to evaluate design alternatives.
SCAMPER
Substitute, Combine, Adapt, Modify, Put to other uses, Eliminate, rearrange/reverse
SIT
Systematic Inventive Thinking.
Emotional impact
The affective component of user experience that influences user feelings.
Usefulness
The component of user experience to which system functionality gives the ability to use the system or product to accomplish the goals of work(or play)
Functionality
The power to do work(or play) seated in the non-user interface computational features and capabilities.
Usability
The pragmatic component of user experience, including effectiveness, efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects of user satisfaction.
Visibility of system status
The system should always keep users informed about what is going on through appropriate feedback within reasonable time
Match between system and the real world
The system should speak the users' language, with words, phrases and concepts familiar to the users. Follow real-world info appear in a natural and logical order.
Intermediate design iteration
To arrive at one intermediate design for layout and navigation. Prototypes might evolve from low-fidelity to wireframes(coming soon). Fully interactive high-fidelity mockups as vehicles for demonstrations and design reviews
Detailed design iteration
To decide screen design and layout details. Includes "visual comps" of the "skin" For look and feel appearance. Design to be fully specified with complete descriptions of look and feel, behavior, and information on how all workflows, exception cases, and settings will be handled. Prototypes: detailed wireframes and/or high-fidelity interactive mockups
Formal Summative Evaluation
Typified by an empirical competitive benchmark study based on formal, rigorous experimental design aimed at comparing design hypothesis factors
Analysis
Understanding user work and needs
Informal Summative Evaluation
Used, as a partner of formative evaluation, for quantitatively summing up or assessing UX levels using metrics for user performance (e.g., time on task)
User control and freedom
Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo
Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions
Medium-fidelity prototypes
Usually means wireframes as they can be made at almost any level of fidelity. Good for intermediate design and early detailed design. Useful to show: Layout, Breadth of user interface objects, Some work flow
Evaluate
Verifying and refining the interaction design
Animatic prototype
Video animations, usually based on series of sketches.Storyboard frames in "flip book" style sequence on video. Sometimes uses actors and stimulated technology. Can be very engaging and stimulating for discussion
Prototyping Wireframing Tools
Visio/Omnigraffle, InDesign/Balsamiq, POP/Flinto
Design-Thinking Paradigm
a "pure" phenomenological approach. Brings a vision of the desired user experience and product appeal and how the design of a product can induce that experience and appeal. motivated to be a desire to "reframe" Designing for a user experience and emotional impact
Brainstorming
a conference technique of solving specific problems, amassing information, stimulating creative thinking, developing new ideas, etc., by unrestrained and spontaneous participation in discussion
Summative evaluation
about collecting quantitative data for assessing a level of quality due to a design. helps you sum up a design
Quantitative Data
are numeric data, such as user performance metrics or opinion ratings
Subjective Data
based on user opinions
Division
component of SIT. Seperate components of a product or service and rearrange them
Subtraction
component of SIT:Remove seemingly essential elements
Interaction design requirements
describe what is required to support user or customer work activity needs
interaction design requirement statement
describes a way that you decide to support the user need by providing for it in the interaction design.
Objective Data
directly measurable by evaluators
Design Thinking Process
empathize, define, ideate, prototype, test. A process of practical, creative resolution of problems or issues that looks for an improved future result
Empirical Data
employ data observed in the performance of real user participants, usually data collected in lab-based testing. Based on observations, surveys, interviews. Conducted with the help of users. Less weight with developers. "payoff" methods because they are based on how a design or design change pays off in terms of real observable usage
rigorous evaluation/rigorous method
entail a full process of preparation, data collection, data analysis, and reporting. Maximize effectiveness and minimize the risk of errors regardless of speed or cost, refrains from shortcuts or abridgements
Questionnaires
fast and easy way to collect subjective UX data
Rapid Evaluation/Rapid Method
faster and less expensive. used for early stages of progess. Aimed almost exclusively at finding qualitative data-finding UX problems that are cost-effective to fix. less formal. Loss of Effectiveness. For initial reactions and early feedback
Design Perspectives
filters through which we view design and design representations to guide thinking, scoping, discussing, and doing design.
Discount Evaluation
gets the most useful information for guiding re-design with the least cost. 3-4 experts find most of the guidelines issues. 4-6 users experience most of the actual-use problem.
Cognitive Affordances
help users with their cognitive actions: thinking,deciding, learning, remembering, and knowing about things.
Learnability
how easily can a user learn to navigate the interface
Efficiency
how easily can users perform tasks?
Flexibility
how many ways can a user interact with the system>
Operability
how much control does the user have with the interface
Error prevention
how quickly can users recover from errors
Attractiveness
how visually appealing is the interface
Memorability
how well can a returning user recall the interface
Persona
hypothetical archetype. represents a specific person in a specific work-role and sub-role, with specific user class characteristics
Quasi-empirical Evaluation
involve taking data using volunteer participants, but... No formal protocols and procedures. Not quantitative data. Can be conducted anywhere and very relaxed controlled conditions. Defined by the freedom given to practitioner to innovate. flexible about goals and approaches. Best used by experienced praticioners.
Work Role
is defined and distinguished by a corresponding job title or work assignment representing a set of work responsibilities. Usually involves system usage but can also be external to the organization being studied
importance of empathy
learn about the audience. staying out of judgement. perspective taking. Feeling with people. Recognizing emotion.
UX Metrics
measurable performance-based value taken during benchmark tasks. e.g. task completion time, number of errors, reported user satisfaction
Qualitative Data
non-numeric and descriptive data, usually describing a UX problem or issue observed or experienced during usage
Subjective Data
represent opinions, judgements, and other subjective feedback usually from the user, concerning the user experience and satisfaction with the interaction design
critiquing(stop mode)
review and judgement
primary persona
the persona to which the design will be made specific
Usage Scenario
Narrative Tasks interaction model. Extracted from contextual data that reflect actual usage that stems from real work practice in the existing work domain. Stories about specific people performing work activities in a specific existing work situation within a specific work context told in a concrete narrative style
Work Activity
Comprised of sensory, cognitive, and physical actions made by users in the course of carrying out work practice.
Click-through prototype
A medium-fidelity prototype with some active links or buttons that allow sequencing through screens by clicking, but usually with no more functionality than that
Prototyping
Implementation, realize design alternatives
Satisfaction
Do users enjoy using the interface and the results?
Social Model
A design-informing model that captures the communal aspects of the user's organizational workplace, including the overall flavor, philosophy, ambiance, and environmental factors.
System Concept Statement
A concise descriptive summary of the envisioned system or product stating an initial system vision or mandate, It is a mission statement for the product.
Video Prototype
A prototype similar to an animated prototype, but shows a conceptual video of a possible (game-changing) future
Physical Affordances
Help users with their physical actions: clicking, touching, pointing, gesturing, and moving things
Understandability
How well can a user understand what they see
Simplicity
Make it simple,short, and easy to remember
Affordances
Something that helps the user do something. Characteristics of user interface objects and interaction design features that help users perform tasks.
Barriers
A problem that interferes with normal operations of user work practice. Anything that impedes user activities, interrupts workflow or communications, or interferes with the performance of work responsibilities
Usage models
A set of models that define how work gets done, including flow models, task structure models
Work Acitivity Affinity Diagram
An affinity diagram used to sort and organize work activity notes in contextual analysis, pulling together work activity notes with similarities and common themes to highlight common work patterns and shared strategies across all users
Contextual Inquiry
An early system or product UX lifecycle activity to gather detailed descriptions of customer or user work practice for the purpose of understanding work activities and underlying rationale. It is improve work practice and construct and/or improve system designs to support it.
Vertical Prototype
As much depth as possible in current state but only for few features.But features can be evaluated realistically.
Low-fidelity prototypes
Can be paper prototype or simple wireframe. Not faithful representations of details of look, feel, and behavior. Give rather high-level, more abstract impressions of intended design. Appropriate when design details have not been decided and are likely to change. Proven effective in design evaluations.
High-fidelity prototypes
Include details of appearence and interaction behavior. Required to evaluate design details. How users can see see complete(in sense of realism) design. Useful as advance sales demos
Work artifacts
include not just paperwork, but all items used in the work practice and photos of the same
User Class
A description of the relevant characteristics of the user population who can take on a particular work role. Can include such characteristics as demographics, skills, knowledge, experience, and special needs
Human Information Processing paradigm
At its base it is about models of how information is sensed, accessed, and transformed in the human mind and in turn, how these models reflect requirements for the computer side of information processing.
Work Activity Note
It is used to document a single point about a single concept, topic, or issue as synthesized from the raw contextual data. State as simple and succinct declarative points in the user's perspective.
User Experience
The totality of the affect or effects felt by a user as a result of interaction with, and the usage context of a system, device, or product, including the influence of usability, usefulness, and emotional impact during interaction, and savoring the memory after interaction.
"T" Prototype
Most of user interface realized at shallow level(horizontal T bar). A few parts done in depth(vertical T stems)
"Rich" and "sticky" personas
Must be relevant and believable. Bring out description of users skills. They need to be memorable
Flow Model
A diagram giving the big picture or overview of work, emphasizing communication and information flow among work roles and between work roles and system components within the work practice of an organization.
Design Thinking
A mindset in which the product concept and design for emotional impact and user experience are dominant. It is an approach to creating a product to evoke a user experience that includes emotional impact, aesthetics, and social- and value-oriented interaction.
Physical Mockups
A physically encompassing prototype giving the user a sense of how a device should be held or touched. Especially useful for prototyping devices like mobile phones or PDAs.
Flow Model
A picture of existing work processes in the work domain being analyzed for a new design. The focus is on the issue of with whom and with that do the users in each work role interact.
Animatic Prototype
A prototype that displays use of the envisioned system through an animation/video, like a flipbook of storyboard frames. Has no interactivity but is useful for envisioning scenarios
Wizard of Oz (WoZ) Prototyping
A prototyping technique which gives the appearance of high interactivity/fidelity by letting the evaluator respond to the user's actions on a second, unseen computer
Work environment models
A set of models that define the milieu in which work gets done, including constraints, artifact models, and physical models
User models
A set of models that define who the users are, including everything about work roles, sub-roles, user class definitions, and personas
Summative Evaluation
Collecting quantitative data for assessing a level of quality due to a design, especially for assessing improvement in the user experience due to formative evaluation
Work domain
The entire context of work and work practice in the target enterprise or other target usage environment
idea creation(go mode)
The generation of new ideas and throwing them out for discussion and inspiration.
Work Practice
The pattern of established actions, approaches, routines, conventions, and procedures followed and observed in the customary performance of a particular job to carry out the operations of an enterprise.
Hierarchial Task Inventory
The process of cataloguing and representing the hierarchical relationship among the tasks and sub-tasks that must be supported in the system design.
Sketching
The rapid creation of free-hand drawings expressing preliminary design ideas, focusing on concepts rather than details. A sketch is a conversation between the sketcher or designer and the artifact.
Work
The set of activities that people undertake to accomplish goal. Some of these activities involve system or product usage. This concept influces play, if play, rather than work per se, is the goal of the user.
Contextual Analysis
The systematic analysis -identification, sorting, organization, interpretation, consolidation, and communication-of the contextual user work activity data gathered in contextual inquiry, for the purpose of understanding the work context for a new system to be designed