Mental Models & Conceptual Design, Contextual Analysis, Extracting Requirements, INST362 Final Exam, inst362 final, INST362 Final Exam, INST362 final, INST362 Final, INST362: Final, INST362 Final Exam

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Low fidelity

Give high level, more abstract impressions of the design

Prototype Fidelity

How finished the prototype is perceived to be by participants

Contextual Analysis

Systematic analysis of contextual user work activity data

Design Thinking takes into

account social & cultural aspects of interaction

Analytic Methods

Focus: inherent attributes of design (rather than seeing design in use) E.g., Design walkthroughs, UX inspection methods

Interaction Perspective: Focus

How users operate a system or product A task and intention view Where the user and system come together Where users look at displays and manipulate controls Doing sensory, cognitive, and physical actions

Design Thinking

Human centered Requires thorough understanding of user needs Including emotional needs

Summative Evaluation Metaphor

Guests tasting soup

Formative Evaluation Remember:

Helps you form design

Summative Evaluation Remember

Helps you sum up design

Design Thinking

Market oriented E.g., Apple: Designed by Apple

User Class

A description of the relevant characteristics of the user population who can take a particular role

Paradigm

A world view that includes a set of practices, expectations, & values

High Fidelity

High details of appearance and interaction behavior Required to evaluate design details How users can see complete (in sense of realism) design

Interaction Perspective

How users operate a system or product. Where the user and system come together

Doing is the best kind of

thinking

Context Cues

Creative human activity New ideas synthesized and put together Focus on interaction design

Design Thinking Success

A profound and satisfying user experience

Choosing the right kind of prototype

Choose the right breadth Depth Fidelity Interactivity

Informal Evaluation

Less rigorous methods No need for controls Usually with small sample size, only summary statistics (e.g., mean, variance)

"Click Through" Prototype

Medium fidelity prototype with some active links or buttons Allows sequencing through screens by clicking Usually no more functionality than that

Mental Model

An explanation of someone's thought process about how something works in the real world

Mental Model

An explanation of someone's thought process about how something works in the real world.

Mental model

An explanation of someone's thought process about how something works in the real world.

Why Rapid?

Cost Rapidly changing design

Design Perspectives

Filters to guide thinking, scoping, discussing, and doing design

Design Perspectives

Filters to guide thinking, scoping, discussing, and doing design. 1) Ecological Perspective 2) Interaction Perspective 3) Emotional Perspective

Metaphors in the Design Perspectives: Ecological Perspective

Find metaphors that can be used to describe the broader system structure

Formative Evaluation Metaphor

Cook tasting soup

Designer's Mental Model

Vision of how a system works as held by the designer.

Three Design Paradigms

!) Engineering 2) Human Information Processing 3) Design Thinking

Usually a Hybrid: Empirical

Can involve "simulated empirical" aspects

Design Thinking:

Design Paradigms Defining Design Thinking Design Perspectives

Usually a Hybrid: Analytic

Expert plays role of user

Three Design Paradigms

Engineering Human Information Processing Design Thinking

Mental Model Example

Your mental map of how to get around

low fidelity

Appropriate when design details have not been decided or are likely to change Test users do take them seriously Effective in design evaluations

Design Thinking

Brings a vision of the designed user experience and product appeal and how the design of a product can induce that experience & appeal. Brings in UX earlier

Design Thinking

Joy of riding Optimized fuel economy

"Wizard of Oz" Prototypes

Man behind the curtain Deceptively simple Appearance of a high degree of interactivity Highly flexible prototype

Success

Measured by how much a user can accomplish - Utilitarian Approach. A profound and satisfying user experience

Conceptual Design

Mental Models Metaphors Story Boards

"Wizard of Oz" Prototypes

Simulate behavior in complex situations Used where user inputs are unpredictable Two connected computers in different rooms

Ecological Perspective: Focus is on

how system or product works within it's external environment

Human Information Processing: Focus on

metaphor of mind and computer as symmetrically coupled information processors

Design sometimes refers to

whole UX lifecycle

Human Information Processing

Modalities used to communicate issues with the car

Design Thinking

More than a box in the lifecycle. A discipline of it's own. A way of creating a new vision

Formative Evaluation Data Type

Qualitative

Summative Evaluation Data Type

Quantitative

Design Thinking: Human Centered

Requires thorough understanding of user needs. Including emotional needs

Human Information Processing: Based on

models of how information is sensed accessed and transformed in the human mind and... How these models reflect requirements for hardware & software

Ecological Perspective focus is

on how system or product works within it's external environment How system or product is used in it's context How system or product communicates with people and systems in it's environment

Development often refers to

programming or software implementation

Human Information Processing: Roots in

psychology and human factors

Engineering: Focus on

reliability, user performance, user productivity, avoiding & eliminating errors

Engineering: Roots in

software engineering, human factors, & usability engineering

Ecological Perspective describes how

system works within it's environment

Engineering: Success

(Utilitarian approach) Measured by how much a user can accomplish

Steps of Contextual Anaylsis

1) Identify work roles & user classes 2) Build initial flow model 3) Synthesize work activity notes 4) Consolidate data 5) Build Work Activity Affinity Diagram 6) Communicate results w/ team walkthroughs

Design Thinking

Brings a vision of the designed user experience and product appeal and how the design of a product can induce that experience and appeal.

Design Thinking : Integrative

Brings together contextual inquiry & analysis, modeling, creativity, & innovation

Engineering

Roots in software engineering, human factors, & usability engineering. Focus on reliability, user performance, user productivity, avoiding & eliminating errors

Summative Evaluation Purpose:

Assess user experience given a certain designExample: Critical incident identification, Think aloud Example: Usability study, Surveys, Ethnographic studies Assess improvement in experience

Formal Evaluation

Rigorous experimental designs With controls, hypothesis testing Results subjected to statistical tests to determine significance

"Click Through" Prototype

Some ability to respond to user actions Show interaction flow and some kinds of behavior

Medium Fidelity

Sometimes you need a prototype with a level between high and low fidelity Usually means wireframes because they can be made at almost any level of fidelity

Design Thinking: Integrative

Brings together contextual inquiry & analysis, modeling, creativity, & innovation

Conceptual Design

Connect's the designer's mental model to the user's mental model.

Conceptual Design

Connect's the designer's mental model to the user's mental model. Why is this connection important?

Conceptual Design

Connects the designer's mental model to the user's mental model

Using the right level of Fidelity

Depends on design perspective being addressed Ecological Interaction Emotional

Types of rapid evaluation methods

Design walkthrough Informal demonstration of design concepts Empirical and/or Analytical

Mental Models from the Design Perspectives

Ecological Perspective Interaction Perspective Emotional Perspective

Emotional Perspective

Emotional impact and value-sensitive impact. Starts with the out-of-the box experience

Work Domain

Entire context of work and work practice in the target usage environment

Paper-in-device Mockup

Especially for mobile applications Draw prototype screens on paper Scan and load into device Display as sequence of digital images Images respond to user navigation Uses gestures the device can recognize

Fully Programmed Prototype

Expensive, limited calls for this Good if you really need full-system operational prototype

Ecological Perspective focus

Focus is on how system or product works within it's external environment

Ecological Perspective

Focus is on how system or product works within its external environment.

Empirical Methods

Gather data from use by real participants Usually in lab-based setting

Ecological Perspective: Question

How system or product is used in it's context How system or product communicates with people and systems in it's environment

Ecological Perspective Questions

How system or product is used in it's context? How system or product communicates with people and systems in it's environment?

Formative Evaluation Purpose:

Identify UX problems in design Example: Critical incident identification, Think aloud

"Wizard of Oz" Prototypes

Input actions sent to hidden person @ evaluator's computer Sends appropriate output back to user's computer Gives designers idea of what could've/should've been done by the design

Emotional Perspective

Starts with the out-of-the box experience People use products as part of a larger activity

Design Thinking includes

emotional & phenomenological concerns

Human Information Processing

Roots in psychology and human factors. Focus on metaphor of mind and computer as symmetrically coupled information processors

Hybrid Empirical & Analytic

Simultaneously performing tasks "Observing" UX problems but much is analytic

Metaphors

Use what users already know about an existing system or phenomena. Adapt to help user learn how to use the new system.

User's Mental Model

Vision of how a system works as held by the user.

Interaction Design Requirements

What is required to support users work activity needs 1) Functional Requirements 2) Usability goals 3) Requirements for "be" goals 4) Usefulness

Designer's Mental Model Questions

What the system is? How the system is organized? What the system does and how?

Questions for Designer's Mental Model

What the system is?How the system is organized? What the system does and how?

Questions for User's Mental Model

What the system is?How the system is organized? What the system does and how?

Emotional Perspective: Focus

aesthetics and joy of use Emotional impact and value-sensitive impact Social and cultural implications


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