INFO246
Logical sequence of production
Ideation and sketches Conceptual design Intermediate design Detailed design Design refinement
Activities
Ideation and sketching Conceptual design Intermediate design Detailed design Design refinement
Production steps
Ideation and sketching -> sketches -> fast and cheap Conceptual design -> storyboards -> weigh feasibility -> low fidelity Intermediate design -> wireframes -> medium fidelity -> drill design choices Detailed design -> full spec -> high fidelity -> decide final design dets Design refinement -> sort minor glitches -> improve consistency, heuristics etc etc
Think Aloud process
Identify represenative users identify representative tasks ask user to interact and think aloud develop notation scheme for documenting their interaction
T prototype
Most ui is overview Horizonal T bar But some features are depth vertical t bar nice combination
Rapid Evaluation
Much quicker and cheaper than rigorous, and less formal Doesn't give reliable data
Evaluation Analysis
Need to prioritise what problems need fixing Needs cost, priority, and how to fix
Ethical issues
Universal design -> ie usable by all Accessibility -> different users/ languages Ease of use Trust Cost justification
Use of GOMS
Use it to break down to primitive actions then use KLM to estimate time required
What is rigorous evaluation
Formal process - protocols and rules Reliablity in data gathering - control of experimental conditions
Formative
Formative evaluation is generally any evaluation that takes place before or during a project's implementation with the aim of improving the project's design and performance. informal - > suggestions
4 innovations
Functional, emotional, process, experience: done, pays, works, feels
Interactional perspective
How users interact with technology Relationships between intentions and tasks where users and tech come together
Depth prototype
Few features but more detailed Realistic but sliced
Feedback
Easy to navigate
Metrics for evaluation report
Effectiveness ratios (task based) Efficiency ratios (task based) Feedback (likert) Learnability (task based) frequency (development cycle)
Locus of control
Experienced users want to feel in control
Usability inspection
Expert assesses the UI No user interactions, based entirely on testers knowledge. Good in early stages
Design thinking defin
"The conception and realisation of new things" Language of modelling Material culture The arts of planning, inventing, making and doing.
Likert rating scale
1 Strongly disagree disagree somewhat disagree neither agree nor disagree somewhat agree agree strongly agree
Emotional perspective
About aesthetics and joy of use About emotional impact
Prototyping
Allows for a more realistic product experience
Benefits and downs of high fidelity prototype
Allows for formal evaluation expensive, takes long time still less expensive than making actual product useful for marketing and raising capital
How to experience high fidelity prototypes
Alpha and beta tests
Cognitive walkthrough
Bases on task analysis 4 questions: selection, visibility, labelling, feedback - Will the user try to achieve the right effect? (selection) - Will the user notice that the action is available? (visibility) - Will the user associate the correct action with the effect to be achieved? (labelling) - Will the user see that progress is being made toward solution of the task? (feedback)
UX Design thinking
Combination of Functional innovation emotional innovation process innovation experience innovation
Constraints of design process
Customer challenges: appectance - change management User challenges - Learning - usefulness - satisfaction - resistance to change Product challenges - development platforms - work contextualisation - domain contextualisation Market challenges - segmentation - time to market
Scenario based evaluation
Description of an interaction between a user and a system Text based stories used early one
Design product cycle
Design -> prototype -> evaluate -> analyse
Artefacts
Design ideas Design candidates Design forerunner Complete specification
Design line
Design thinking -> conceptual design -> design production
GOMS Evaluation
Goals, operations, Methods and Selection rules Break an action up Goal: delete a file Operations: Click, move Methods: Drag mouse, right clikc, delete Selection rules: Delete with mouse or keyboard
Formative Evaluation
Helps form design Diagnostics Internal "Cook tastes the soup" informal Collects qualitive data aim is improving
Summative evaulation
Helps sum up design Assessment External (to designer) "Guests taste the soup" formal collects quantative data aim is benchmarking
Heuristic Evaluation
Heuristic is a simplified, abstracted design guideline
Prototype fidelity
How finished a prototype is perceived to be
Ecological perspective
How technology is used in context How people and tech as part of environment
Rapid evaluation
Inaccurate cheap low-risk
Local prototype
Just one feature
KLM Evaluation (RIGOROUS)
Keystroke level model Breaks user interactions into elementary set of actions eg key presses Can be used to calculation the time required to perform an action
Wizard of Oz
Lab based where someone is controlling behind the scenes
What is rapid evaluation
Less formal Data gathering can be inconsistent
Breath prototype
Lows of features, all low detail Good overview but unrealistic
Efficiency ratios
Mean clicks per task Mean time per task page views
Design thinking
Model of thinking is constructive versus analytic
Low-fidelity prototype
Not a good representation of how the details will actually look, feel or behave Gives a high level, more abstract impression of intended design Inexpensive, can be done fast
Frequency
Number of unique issues
Usability inspection problems
One cannot inspect UI, but can check against UX principles. Not a complete substitute but can help immature designs Need 2-3 designers
Types of low fidelity prototypes
Paper-based storyboards wireframes physical mockups
High fidelity prototypes
Partial implementations quasi executable includes detail of appearance and interaction behaviour users can see complete design
Guerilla usability testing
Picking up people in public spaces and quickly filming them whilst they use the product
Rigorous evaluation
Precise Costly High-risk
CLC Evaluation for gestures
Predictive model for estimating pen gestures Three segments (Curves, line segments corners Works for hand gestures too
Design walk through
Process -> explore design on behalf of users Evaluation done by going through for flows
Design paradigms
Process-centred design - eg waterfall user centered design Participatory design - shift design to be center for user Generative design - design infinite solutions Meta-design - allows users to use tech?
Medium-fidelity prototypes
Provide significant level of detail about layout, UI and interactions costlier, take more time allow evaluating product details Usually made with wireframes
Usability inspection process
Select experts Submit design Inspectors check the design against their criteria Inspectors report and make recommendations
Heuristic Evaluation process
Select team 2-3 Select list of heuristics Each inspector browses and notes Then discuss as a team
Questionaires
Self reporting and post-task/post-session Used to assess user satisfaction Cheap and easy to administer Hard to produce valuable data
Tools
Sketches Storyboards Illustrated scenarios and wireframes Annotated wireframes
Shneiderman's heuristic
Strive for consistency Enable frequent users to use shortcuts offer informative feedback Design dialog to yield closure simple error handling permit easy reversal suport internal locus OF CONTROL Reduce short term memory load
Think Aloud protocol
Subject talks about what they're doing as the tester observes
Summative
Summative assessment (or summative evaluation) refers to the assessment of participants where the focus is on the outcome of a program. This contrasts with formative assessment, which summarizes the participants development at a particular time. formal -> statistical testing
Effectiveness ratios
Task based Success ratio, user errors, abandonment error, time out ratios
Criteria to select evaluation method
Time, cost constraints
Evaluation criteria
Time, cost, level of detail required
How to experience medium fidelity prototypes
Trials or think aloud exercises
USE Questionaire
Usefulness, satisfaction, ease of use
Perception
User's opinion about product
Nielsen's Heuristics
Visibility of system status Match between system and real world - eg make information natural user control and freedom consistency and standards error prevention recogition over recall flexibility and efficeny of use Aestheic and minimalist design Help users recognise, diagnose and recover from errors Help and documentation
How to experience low-fidelity prototypes
Walkthroughs or "theatre"
Formal evaluation
When you evaluate the design using a strict set of rules and processes, under strict conditions
Formative vs summative
formative used to gather information for the designer to inform current summative is gathered at end to improve
5 competencies
information architexture - business rules interaction design -> tsk context -> task flow Usability -> performance Visual design Prototyping
Rigorous evaluation
thorough testing using formal process and tools Gives reliable data