UX exam 2

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Advice to designers

Do not blame ppl Take difficulties as signifiers for improvement eliminate error messages be specific and provide help + guidance make corrections possible think positively *Don't criticize unless you can do better*

UX and agile overlapt

User centered deisng is a part of the larger landscape of UX user needs are the focus of User centered design User stories recognize importance of user needs agile often recommends user stories ux should be best friends with Agile so why dont they get along - bc UX is historically waterfally

Lean UX/old UX

concept prototype validate externally test internally learn from user behavior iterate

Agile UX principles

designers in continuous collaboration intergration of feedback quick huddles/meetings to keep contact not a one size fits all embrace feedback team mentality

Semantic Constraints

ex: old phone with the antennas sticking out or dialing in a circle evolution from that to flip phones to iphones

Design Principles

1. Discoverability 2. Feedback 3. Conceptual Model: 4. **Affordances ** 5. * signifiers * 6. Mappings 7. ** Constraints**

Design Thinking: non linear process

1. Research - empathize w the audience u are designing for 2. Ideate - brainstorm possible designs 3. Protoype - build a representation of one or more of your ideas 4. Test - test your ideas for feedback

ALT Attribute

watch lecture see what she says

In the Head constraints - Cultural constraints

- reading in different cultures - behavioral constraints/restrictions on behavior - colors

Human Experience and Blame

1. Blame the wrong thing 2. Look for cause & effect 3. Learned helplessness 4. Positive psychology (not!) 5. Blame yourself

Tools or Bitter pills

1. Force the physical constraint 2. interlock the proper sequence 3. Lock in to ensure the work is completed 4. lockout to keep things away 5. Conventions are a natural cultural constraint 6. Annoyance can be your friend

recognition rather than recall

Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

In the World - Natural Constraints

- restrict behavior - physical features - right tighty/ lefty loosey

7 stages of action

1. Discoverability - is it possible to discover what actions are possible 2. Feedback- Full and continuous info abt the actions and current state 3. Conceptual Model- design projects all of the info needed and enhances discoverability and execution 4. Affordances - desired actions are possible 5. Signifiers - ensure discoverability and feedback is well communicated 6. Mappings- relationships between controls and actions follow good principles 7. Constraints - physical, logical semantic and cultural constraints guide actions & are easy to interpret

Poor Mapping Vs Good Mapping

Best: Controls are mounted directly on item 2nd best: Controls are as close as possible to the object being controlled 3rd best: Controls are arranged in the same spatial configuration as the object being controlled

Logical constraints

Ex: Tell a user to select 5 things but only have 4 visible- what does it tell a user? ex: Operation game tells you where to put pieces ex: website has dd/mm/yyyy format Logical constraints = good conceptual model they are weaker in the sense that they can be violated, ignored, but they act as valuable aids to navigating the unknowns/complexities of everyday life

Cultural constraints

Ex: scroll bar on the right - what does it tell user? ex: shaking hands some cultures just bow they evolve over time they are weaker in the sense that they can be violated, ignored, but they act as valuable aids to navigating the unknowns/complexities of everyday life conventions are cultral constraints

Accessibility - operable

Operable: All users must be able to operate your site. Most users with disabilities use a keyboard to surf the web using character key shortcuts along the way to navigate, interact with, and access content. Your site should be forgiving to your users if they make a mistake, offering ways to retract, correct, and confirm information Ask yourself: Can my site be navigated and operated solely through a keyboard? Do users have control of interactive elements on my site? Are tasks on my site able to be easily and successfully completed?

Accessibility - perceivable

Percievable: All users must be able to perceive your content. If there is audio or video content, you should provide text alternatives. If there is text content, you should provide audio alternatives or a way that assistive technology such as screen readers can consume it for the end-user. Ask yourself: Is there anything on my site that a deaf, colorblind, low vision or blind user would not be able to perceive?

Conceptual Model

Represent our understanding of how things work Framed by the affordances, signifiers, constraints and mappings Mental model Ex: scissors, refrigerator

Guideline

a general rule, principle, or piece of advice. informal but widely used - Number Seven, plus or minus two formal corporate guidelines - Temple logo can only be used for ...

Constraints simplify memory

constraints simplify memory and let ppl readily determine proper course of action even in a novel situation

UX in the past (very old saw to grind) (design vs marketing)

design research: - need - use market research: - want - buy

Agile UX design

frames the UX iterative focus on efficiency team member interaction incremental completion

value of agile

iterates over define, build, release 1. individual and interactions over processes and tools 2. working software over comprehensive documentation 3. customer collaboration over contract negotiation 4. Responding to change over a following a plan

Agile project management

iterative approach to delivering a project throughout its life cycle iterative approaches are frequently used in software development projects to promote velocity and adaptability since the benefit of iteration is that you can adjust as you go rather than following a linear path

Physical Constraints

make some actions impossible there is no way to ignore them ex: key to door lock USB connector to the HUB of monitor

standard

used or accepted as normal or average, a level of quality or attainment ex: Association or industry body government types - accesibility, network, etc... ex: HIPAA compliant

The goal of the design process

user insights -> magical process --> great experience, successful product

Consistency

using similar elements to achieve similar tasks, and having similar functions and behaviors throughout—a consistent interface is one that follows rules, such as using the same operation to do something. To prevent user error and make an application easy to learn, it is essential that an interaction model be consistent. Consistency improves UX, general usability, and the efficiency with which users can use digital products. ex: Conforming to a convention for example, may be in the way a page is laid out. Web users spend 69% of their time viewing the left half of the page and 30% viewing the right half. Therefore, a site is more likely to be profitable if it follows a conventional layout. A standard could be a breadcrumb trail (an orientation and navigation device that's immediately recognizable), or a global navigation menu across the top of the page as on the BCC site.

Knowledge in the head

- memory - efficient - readily available - requires learning - ease of use at first encounter is low - designer has freedom --> Better UX

Lead startup

1. ideas 2. build 3. product 4. measure 5. data 6. learn

Type of Constraints

Physical Cultural Semantic Logical

Interaction Design

"the structure and behavior of interactive systems. Interaction designers strive to create meaningful relationships between people and the products and services they use, from computers to mobile devices to appliances and beyond." Experience is critical for it determines how fondly ppl remember their interactions

Agile Principles

(1) Customer satisfaction. (2) Welcome change. (3) Deliver working software frequently. (4) Business and developer must work together trough the project. (5) Build project around motivated individuals. (6) Favor face-to-face communication. (7) Working software is the primary measure of success. (8) Promotes sustainable development. (9) Continuous attention to technical excellence. (10) Simplicity (the art of maximizing the work not done) is essential (11) The best architectures, requirements and design emerge from self-organizing teams. (12) At regular intervals the team reflects on how to become more effective and adjusts its behavior accordingly.

great UX

Great UX executes interaction well - simple clearly defined goals - strong purpose - intuitive - minimum necessary to complete the task

Knowledge in the World

- Information is perceivable - interpretation substitutes for learning - Less efficient if you have to stop to learn - ease of use at first encounter is high - Can be ugly --> requires a deep skillset Knowledge of - easy - Declarative knowledge - Facts and rules Knowledge How - harder - procedural knowledge - tacit knowledge

Agile

1. User stories 2. design and develop 3. Feedback

Trade offs

if the user doesn't have it memorized (could take a while to interpret needs) first impression could be tricky lack of freedom for the designer

head knowledge vs world knowledge

- users have a finite capacity for retention/comprehension - knowledge in the head may be limited - proper planning is required (adding future features)

Conventions

a way in which something is usually done, especially within a particular area or activity. Place the about menu on the right

Waterfall

sequential process step by step from planning to delivery 1. research 2. planning 3. Design 4. Development 5. QA DEPLOYMENT!!


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