CS3205 HCI Midterm 1

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current situation

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Design Principles: Mapping

Way a product's arrangement of interface options make logical n physical sense, so to be intuitive to user. Ex. should be clear which stove dial controls which burner -relationship between controls n their movements n results in system (fast forward button)

Usability principle: Efficiency

Way product supports users in carrying out their tasks quickly and easily

Iteration

When problems are found in user testing they must be fixed. Design must be iterative: there must be design, test, n measure n redesign repeated until usability are met. -All or part repeated for purpose of exploring, fixing, or refining design

Importance of UX in software development

make sure the product meets the needs of the user at all levels

Usability Principle: Utility

system provides right kind of functionality so that users can do what they need/want to do

Flow model

- "big picture" diagram of work domain -Shows interconnections among components of work domain: work flow n information flow among components -Components include key work roles n machine roles -show how things get done in domain

Design Principle: Consistency

way product, interface is internally consistent in its functionality, easier to learn (internal: designing operations to behave same within an application n external: designing operations, interfaces, to be same across applications n devices) -design interfaces to have similar operations n use similar elements for similar tasks cuz it's easier to learn n use

Design Principle: Constraints

way the product guides the user away from mistakes n towards proper use of the product by restricting their options -logical constraints: exploit people's everday common sense reasoning bout way world works(color coding) -cultural constraints- Learned arbitary convention (red triangles for warning), language

Work Activity Affinity Diagram(WAAD)

- An affinity diagram is a way to sort data into categories n sub catergories when u dont know in advance what these will be -data determines the categories -WAAD is an affinity diagram for ur work activity notes -Compartmentalize clusters by work roles

Affordances

-Characteristics of user interface objects n interaction design features that help users perform tasks -Something we design into a system to help a user do something -Knowledge in world vs. knowledge in head

Observations

- Of work practice in real world context

Design paradigms

- design in human-computer interaction (HCI) as a series of paradigms: engineering, human information processing (HIP), and phenomenological.

User Models: Social Models

-Communal aspects of workplace -Captured in a social model diagram -Concerns of individuals in specfic work roles -norms of behavior, feelings

Design Informing Models

-2nd span of bridge across analysis to design gap -Artifacts that drive, inform, n inspire design -Turn contextual data into actionable items to guide design -elements to consider or take into account in design -Most models can be used to describe the current situation or envisioned situation -Maintain connections to ur data -Use "bins" of sorted work activity notes -Represent barriers to work practice

Design Perspectives: Emotional perspective

-About asethetics n joy of use - About emotional impact and value sensitive aspects -About social n cultural implication

Metaphors

-Analogies for communication -Explain unfamiliar using familar conventional knowledge -Use what users already know bout existing system -Adapt metaphors to help users learn how to use new system -Ex. Eclogoical perspectice, Interaction perspective, Emotional perspective

Work, Work practice, work domain

-Approaches include workplace visits/audio/video note taking -Results include copious notes, deep understanding

Usage Models: Usage scenarios

-As narrative task interaction models -Describe key uasage sitautions happening over time as a story of a specfic use by a specfic user -Informal, open ended n fragmentary -focus on needs, goals, n concerns of the user -Include: agents, user goals n intentions, user background, needs, user planning n reflection

Design

-Broad: entire lifecycle process, system design lifecycle Narrow: Creative human activity, synthesis of new ideas

Work Environment Models: Physical Model

-Captures roles, activities, n artifacts of other models of a physical setting -Shows physical dimensions of work spaces, buildings -Shows workstations, all physical equipment -Placement n paths of movement of people n objects

Interaction Design: Error Prevention

-Careful design which prevents a problem from occurring in first place. -Either eliminate error prone conditions or check for them n present users with a confirmation option before they commit to the action

UX-SE success components

-Communication between SE n UX roles is essential -Coordination -Synchronization: The idea is for each role to have timely readiness of work products when the other project role needs them, frequently synchorinze, results less costly modifications later on -Dependency n Constraint Enforcement -Anticipating change within overall project Effort

User Model: Work Roles

-Correspond to duties, function, work activities - System usage or not(direct vs indirect user) -Internal or external to organization

Design

-Create interaction design Concepts -Design thinking, ideation, n sketching -Mental models n conceptual design -Design Production

Work Activity Notes

-Created/ synthesized by raw contextual data -Include user n user class info, social aspect of work practice, emotional impact, social aspect of work practice, task specfic info, physical work environment, design inspiration ideas

Contextual Inquiry

-Data Gathering, Empirical Process

Contextual Analysis

-Data Intrepretation n Analysis -Does not directly yeild requirements n design -Systematic analysis of contextual user work activity data, for the purpose of understanding work context for new system to be designed -Identification, organization, n intrepretation -Data consolidation n communication: building WAAD from work activity notes, walkthrough of all these work products

Engineering Paradigm

-Deconstruct work with the objective of designing the machine for optimum human performance

User models: User Personas

-Description of a archetypical, hypothetical, imaginary user, not an actual user -Offer concreteness, personal engagement, ideal for sharing a design vision -Built up from contextual data, story n description of specfic person. -lets us focus on designing for a single person

User Models: User classes

-Description of characteristics of people who might take on a work role -Include: knowledge n skills based characteristics, physiological characteristics, experience based characteristics

Interaction Design

-Desigining interactive products to support way people communicate and interact in their everyday and working lives. -the design space of user experiences for human communication and interaction -Goals: develop usable products n involve users in design process -specfic usability n UX goals need to be identified -establishing reqs, designing alternatives, prototyping, evaluating Approaches: user centered, activity centered, systems design, genius design

Design

-Design process: understand/document context of use, specify user requirements, Prototypes, Evaluate Designs w/ Users -Design Principles: Visibility, Feedback, Constraints, Mapping, Consistency, Affordances

Design Sketch vs. Low Fidelity prototype

-Design sketches: goal: support ideation to find a great design solution, experimenting, exploring, for the design, getting the right design -Low-fidelity prototypes: goal: support iterative refinement of a given design, follow UX process, getting design right, for the UX engineering, use medium which is unlike final medium,ex. paper cardboard, sketches of screen, task sequences, storyboards

Design Thinking paradigm

-Emphasis in interaction about making meaning emotional aspects(phenomenology) -mind-set in which the product concept and design for emotional impact and the user experience are dominant -approach to create a product to evoke a user experience

Rationale

-Explaining the relationship of the requirement to the user need and how the requirement was determined from that need

Deductive Reasoning

-Extracting requirements from the WAAD calls for a deductive thinking process. It is deductive because each work activity note in the WAAD is treated as the major premise in a logical syllogism. -conclusion of this syllogism is a statement of user needs and requirements you deduce from the work activity note, something we capture in a "requirement statement.

Work Activity Data

-Focus on user tasks n information flows -remember user is the expert-observe n listen -ur focuz is to create empathy - Dont ask users what they want/need -Handwritten/Typed notes, Audio/Recording of interview, photos of work space, Screen capture, work artifact, On the fly diagram/sketches

Physical Affordance

-Help users do something physically

Sensory Affordance

-Help users sense/perceive something

Cognitive Affordance

-Help users think, learn, n understand

Functional Affordance

-Help users use the system to do their work

Work Environment Models

-How is the work space? -Artifact, physical model

Design Perspective: Ecological perspective:

-How system.product works with its external environment -How system/product is used in its context -How system/product interacts with people n systems round

Design Perspective:Interaction Perspective:

-How users operate the system/product -Task & intention view where user & system come together -Involves sensory, cognitive, n physical actions

Usage Models

-How work gets done? -Flow models, Tasks models, Information Object

Brainstorming

-Ideation is classic brainstorming applied to design -conference technique of solving specific problems, amassing information, stimulating creative thinking, developing new ideas, etc., by unrestrained and spontaneous participation in discussion -

Physical Mockups

-Is 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 simulate physical interaction.

Usage Models: Step by step task interaction model

-More direct n less story oriented (sequence) -Contains detailed description of task performance observed in users -Includes temporal ordering or actions n activities -Not complete task specfications -Can gather great understanding from one task path -W/o complexity of covering all cases

Design Thinking as a discipline

-New discipline: A seperate discipline on its own -New Vision: create a profound n satisfying UX -Integrative: Blends art, craft, science, invention, innovation -Immersive: everything is bout design -Market oriented: excite, provoke, stimulate

Barriers

-Problems that interfere with normal user operations -Great opportunities for improving design

Rich and sticky personas

-Rich: relevant, believable, specific, precise, with personality, life surronded with artifacts -Sticky: not just in design meetings, Create posters, Coffee mugs, T-shirts, full sized cardboards

Usage Models: Flow Model

-Scope is the enitre work practice, Bird eye's view of entire workflow, - nodes for active entities -Arcs for flow of work or information

Usage Models: Hierarchical Task Inventory

-Tasks(things user does) broken down into subtasks n steps -Show what user tasks n actions r possible -to guide overall design -Use as checklist for keeping track of task -Hierarchial tree structure of tasks, does not represent temporal ordering

Tradeoffs

-Tradeoff between HCI qualities

Analysis

-Understand user work n needs -Contextual Inquiry -Contextual Analysis -Extracting Requirements -Synthesizing design informing models

Design Process

-Users should be involved through the development of the project -Specific usability and user experience goals should be clearly documented -iteration through 4 interaction design activities

Evalaution

-Verify and refine Interaction design

Requirements Extraction

-Walkthrough: WAAD for needs n reqs -Deduct: switch from inductive to deductive reasoning, what interaction req. is implied by each WAN in WAAD -Categorize: create reqs template to record all needs in categories, use WAAD hierarchy to create categories - Extrapolate: req implied by usage statements: functionl req. feeding usefulness, Usability goals feeding UX guidelines, Emotional impact req. feeding usage experience

User Models

-Who are the users? -Work roles, User classes, Social Models, User Personas

Enthography

-Writing about people -Focus on study n systematic description of cultures -Goal: understand customer's work practice

Ideation

-active, creative, fast moving collaborative group process for forming ideas for design -is applied design thinking -where you start ur conceptual design -Iterate to explore:fast,furious, n freewheeling

Candidate personas

-are identified on the fly as you interview potential users -When you encounter a user whose persona would have different characteristics than any of the existing ones, add it to the list of candidates -Cover all subroles n user classes for each work role

User Interface (UI)

-controls how you enter data and instructions and how information is displayed on the screen -how user interacts with system

Work Role

-distinguished by a corresponding job title or work assignment representing a set of work responsibilities. A work role usually involves system usage, but some work roles can be external to the organization being studied.

Locus of influence in an organization

-each role tends to prioritize different aspects of the overall project effort given cost and resource constraints. -SE Role as primary product Architect, translates the gathered requirements into functional design, which then gets implemented in code, elicits requirements from customers and envisions the product design, interested in system functionality -UX as Primary Product Architects: onducts contextual inquiry, analyzes and models the work practice, envisions an interaction design, and provides an experience for the user. more user-centered and user experience-oriented analysis of the work domain, interesed in user, design for usage. Issues: communication of constraints, pressure on SE -the two roles work as equal partners, collaboratively together and with the business role

Usability

-extent to which a product can be used by specfied users to achieve specified goals with effectiveness, efficiency n satisfication, enjoyable in a specified context of use. -Principles: Effectiveness, efficiency, Utility, Learnability, Memorability

Usability Engineering

-focuses on improving usability of interactive systems. -concerned with HCI n devising human computer interfaces tht have high usability or user friendliness

User Experience (UX)

-how a product behaves and is used by people in the real world -what interaction with system feels like to user -all aspects of a person's interaction with a software application, including actions, responses, perceptions, and feelings -Cannot design a user experience only design for a user experience

Human Information (HIP)Processing

-is about models of how information is sensed, accessed, and transformed in the human mind and, in turn, how those models reflect requirements for the computer side of the information processing - has its roots in psychology and human factors, from which it gets an element of cognitive theory

Critiquing("stop modet"

-is about review and judgement

Idea Creation

-is about the generation of new ideas and throwing them out for discussion and inspiration

Requirements

-means interaction design requirements -Req. specfications: cannot ever be complete, cannot be prevented from changing throughout lifecycle, may be neessary for extremely domain complex systems -way to be explicit bout how our CA findings inform our design

Sketching

-rapid creation of free-hand drawings expressing preliminary design ideas, focusing on concepts rather than details -is important to low fidelity prototyping

Interviews

-should be as close a match to the usual working location and working conditions as possible -Unstructured - are not directed by a script. Rich but not replicable -Structured - tighetly scipted, quistionnare, replicable but lacks richness Focus group-group interview

system concept statement

-summary of the envisioned system or product stating an initial system vision or mandate; in short, it is a mission statement for the project. -Explains system to outside -Must be iterated n refined

Primary persona

-the single best design target, the persona to which the design will be made specific. -making it precise and specific is paramount.

Emotional Impact

-translating what makes user happy, sad, annoyed into different aspects of he user experience -emotions/feelings bout object: Symmetry, attractiveness, sophistication, trustworthy, awkward, elegance, simplicity -Visceral processing requires visceral design—about appearance and attractiveness, appeals to "gut feeling" -Behavioral processing requires behavioral design—about pleasure and effectiveness (usability and performance) -Reflective processing requires reflective design—about self-image, identity, personal satisfaction, memories

high fidelity prototyping

-uses materials that u would expect to be in final product -can be developed by integrating existing hardware n software components

Design Principles: Affordance

Attribute of a object, Way a product tells you how it should be used. Ex. mouse button "invites" pushing

Human Computer Interaction

Discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.

prototype

Interactive wireframes that have been linked together like website so they can be navigated through by clicking n scrolling -Realize design alternatives -series of screen sketches, storyboard, powerpoint slide show, video simulating use of a system, cardboard mock up,

Knowledge in the world vs. knowledge in the hand

Mental Model: Explanation of someone's thought process about how something works in real world, Internal explanantion user has built about how system works, partial explanations, product of many diff. inputs

UX Lifecycle

Structured framework consisting of a series of stages n activities -THe wheel- iteration, evaluation centered, UX lifecycle template to evolve UX design

Challenge of connecting SE n UX

flaw of the series lifecycle connection: is that the SE side cannot accommodate UI changes that inevitably will occur after the interaction design "handoff" and timing will not work: if they wait until the UX people have gotten through their entire iterative lifecycle, they will not get the interaction design specifications to use in specifying UI software requirements until far into the project schedule. -it needs to be more collaborative n parallel n risk management


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