HCI End Term Exam

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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


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