Chapter 9 & 10

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Wireframe goals

high level objectives, ease of use avoiding errors safety , can be stated for all users work roles user class of specific task

Targets

a collection of information defining the useage goal metrics and other info

intermediate design

informative objects browsing etc , main focus on screen layout and navigations structure , click through prototype

ideation iteration

lighting fast, loosely structured, for the purpose of exploring design idea, prototype- role of played by scenes

Metrics

measure able performance based values taken during benchmark tasks

metric levels

Base line , target

detailed design

annotated wireframes evaluate and iterate detailed designs to refine wireframes

Baseline level

benchmark for current version of the system

work role

capture high level goal of user, ticket buyer

measure

caputers a measurable aspect of a goal

conceptual design iteration

critique and compare multiple design concepts, Sort out best ones, weigh concepts feasibility. prototype low fidelity

contextual

data consolidation

contextual analysis

data interpretation

measuring instruments

description of the method oft Providing values for a measure

wireframes

detente representation medium for interaction design at this stage

Design refinement iteration

proto type usually medium to high fidelity , evaluation

user class

provides detailed look at user

target level

quantitative statement of an expected value, choose values that are realistic, keep in mind reading time I physical limits, physical limits, thinking Times

Contextual Inquiry

raw Work activity data

common subject metrics

reported ease of use, Feature usage , reported fatigue.

wireframe one used for

representing design objects / navigation

common objective metrics

task completion time, no of errors, error recovery time, % time Spent on each subtask, no of insigne/ frustration, learning curve, critical incidents and probs

metric

the value derived from the measuring instruments for UX

intermediate design iteration

to arrive at one intermediate design For layout and navigation, prototype - low fidelity , fully interactive-high Fidelity

detailed design interaction

to decide screen design and layout details, includes "VisSud camps", for Look and feel

Success/ progress of the new system evaluated using

user experience goals, metrics targets

Choosing a target element

workrole, user class, measure , measuring instruments, metrics


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