CS 320 Exam 2

अब Quizwiz के साथ अपने होमवर्क और परीक्षाओं को एस करें!

Mediated work roles

"users" in roles that do not use the system, at least not directly, but still play a major part in the usage context.

Human Information Processing (HIP)

Focus on metaphor of mind and computer as symmetrically coupled information processors - Based on study of how information is sensed, accessed, and transformed in human mind

sub-roles

For some work roles, there are obvious _____ distinguished by different subsets of the tasks the work role does

Between frame transition

The dynamics in transitions between frames is where user experience lives

Wireframes

a major bread-and-butter tool of interaction designers, are a form of prototype, popular in industry practice. Wireframes comprise lines and outlines of boxes and other shapes to represent emerging interaction designs.

Scenario

is a design input in the form of a story about specific people performing work activities in a specific work situation within a specific work context, told in a concrete narrative style, as if it were a transcript of a real usage occurrence. Scenarios are deliberately informal, open-ended, and fragmentary narrative depictions of key usage situations happening over time.

Conceptual Design

is a theme, notion, or idea with the purpose of communicating a design vision about a system or product. It is the part of the system design that brings the designer's mental model to life.

Usage Models

A set of models that define how work gets done

Conceptual Design

Ecological perspective - To communicate design vision of the system as a black box within its environment - Kindle • Self-sufficient, mobile, doesn't need a computer • Interaction perspective - To communicate a design vision of how the user operates system Emotional perspective - To communicate a vision of how the design elements will evoke an emotional impact

Fedelity essay

A low-fidelity prototype is an abstract representation of the design concept. These are not typically faithful to the final product's details and are mainly used when design details are still likely to change, but ideas need to work out. EX-paper prototype or wireframe Medium fidelity prototypes are the middle ground between high and low fidelity prototypes. Medium fidelity prototypes tend to be wireframes since wireframes are flexible with their representation of designs. A medium-fidelity prototype is typically used to show layout, the user interaction object, and some workflow. Unlike the low fidelity, medium-fidelity prototypes utilize more concrete details of the design concept. High fidelity prototypes are the highest, most detailed representation of a design concept. These prototypes work out and represent the complete design with full detail. These are typically used to describe the final product and can be used to raise additional capital for marketing and demos. The high-fidelity prototype isn't just fully fleshed out; they also have a component of response and interaction between different parts of the prototype, even further illustrating the completed product/design capabilities. ex- full fledged system

User personas

A persona is not an actual user - It's a pretend user or a "hypothetical archetype" • Represents a specific (but imaginary) person in a specific work role - A story and description of specific individual who has • A name • A life • A personality

Emotional Perspective

About aesthetics and joy of use • About emotional impact and value-sensitive aspects • About social and cultural implications • Buxton: A product is not just a product; it is an experience • People use products as part of a larger activity - Starts with out-of-the-box experience - Continues throughout usage - Persists in a fond memory afterward

Ecological Perspective

About how system or product works within its external environment • About how system or product is used in its context • How system or product interacts or communicates - With people and systems in its environment

Design production picture

CH09 first slide

"Click-through" prototype

Medium feudality Some ability to respond to user actions • Shows the interaction flow and some kinds of behavior - Medium-fidelity prototype with some active links or buttons - Allows sequencing through screens by clicking - Usually no more functionality than that

prototypes advantages + cautions

Offer concrete baseline for communication between users and designers n Provide conversational "prop" to support communication of concepts not easily conveyed verbally n Allow users to "take the design for a spin" (who would buy a car without taking it for a test drive or buy a stereo system without first listening to it?) n Give project visibility and buy-in within customer and developer organizations n Encourage early user participation and involvement n Give impression that design is easy to change because a prototype is obviously not finished n Afford designers immediate observation of user performance and consequences of design decisions n Help sell management an idea for new product n Help affect a paradigm shift from existing system to new system

the Engineering paradigm

Roots in software engineering, human factors engineering, and usability engineering - Focus on reliability, user performance, user productivity, avoiding errors - Diagnostic view: emphasis on evaluation and iterative refinement

How sketching and ideation work together

Sketching out ideas help them feel more concrete and helps them "Feel Out" a concept. The holes left in sketching can lead to further ideation. Ideation created sketches and sketches lead to ideation

Embodied interaction

Storyboards )( - Involves user's physical body in interaction with technology in a natural way, such as by gestures

three paradigms of design

The three paradigms of design are the Engineering paradigm, Human Information Processing (HIP) Paradigm, and Design-Thinking Paradigm.

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 simulate physical interaction.

Design Informing model

are constructs oriented towards design that take raw data and output that data as actionable items. can be used as a basis to help create other design scenarios, sketches, and storyboards.

Persona

as used in contextual data representation and interaction design, is a hypothetical but specific "character" in a specific work role, with specific user class characteristics. As a technique for making users real to designers, a persona is a story and description of a realistic individual who has a name, a life, and a personality, allowing designers to limit design focus to something very specific.

Sequence for conceptual design

contextual inquiry and analysis, requirements, and modeling, ideation, then sketching -> conceptual design

work role

corresponds to the duties, functions, and work activities of a person with a certain job title or job responsibility.

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.

Barrier

in contextual modeling, is a problem that interferes with normal operations of user work practice. Anything that impedes user activities, interrupts work flow or communications, or interferes with the performance of work responsibilities is a barrier to the work practice.

Social Models

is a design-informing model that captures the communal aspects of the users' organizational workplace, including the overall flavor, philosophy, ambiance, and environmental factors. highlights what is important to the organization. It characterizes the norms of behavior, influences, attitudes, and pressures that affect users within the work and usage context. are about thought processes, mind-sets, policies, feelings, attitudes, and terminology that occur in the work environment.

Flow Model

is 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.

Work Environment Model

is a model that defines the milieu in which work gets done, including constraints and artifact and physical models.

Presence

of a product is a kind of relationship with users in which the product becomes a personally meaningful part of their lives.

Mental Models

re an explanation of someone's thought process about how something works

Horizontal prototype

s • Slice functionality by breadth - Broad in feature coverage, less depth of detail

Artifact Model

shows how tangible elements (physical or electronic) are used and structured in the business process flow of doing the work.

Bobs bike shop essay

· Deign informing models · Lay out work roles · Create a social model for the employees and the customers - to see flow of interaction · Then create various usage models o Flow model o Task models § Hierarchical task inventory- narrow down the critical function of the bike shop § Task interaction models § Usage scenarios § Step by step interaction § Model using the collected artefacts § Physical model - layout of the bike shop § Remember barriers to work § Summarize those barriers for later reference · Then start to think of designs for the system in the 3 paradigms. Human, Engineering, design-thinking o BE SURE TO INCLUDE PERONAS · Now you really start conceptual deign o IDEATION o Idea creation and critiquing · Sketch out those ideas o Create mockups/sketches · Use storyboards · Work through diffent levels of design o Ideation Iteration o Conceptual Design Iteration o Intermediate Design Iteration o Detailed Design Iteration o Design Refinement Iteration o Intermediate Design o Detailed Design · Take all the models and design ideas and create wireframes · Now create protypes of the system - using wireframes or the preferred type based on the level of fidelity you want.

Interaction Perspective

• About how users operate system or product • A task and intention view • Where user and system come together • Where users look at displays and manipulate controls - Doing sensory, cognitive, and physical actions

Storyboards

• Sequence of visual "frames" illustrating the interplay between a user and the envisioned system • Visual design scenarios, envisioned interaction design solutions

"Wizard of Oz" prototypes

Deceptivly simple. simulates high degree of interactivity Simulates behavior - In complex situations - Where user inputs are unpredictable Two connected computers, each in a different room - User's computer is connected to evaluator's computer • Input actions sent to hidden person at evaluator's computer • Sends appropriate simulated output back to the user's computer • Gives designers an idea of what shoulda/coulda been done by the interaction design

Design Thinking

a mind-set in which the product concept and design for emotional impact and the 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. As a design paradigm, design thinking is an immersive, integrative, and market-oriented eclectic blend of art, craft, science, and invention.

Participatory Design

is a democratic process for design entailing user participation in design for work practice. Underlying participatory design is the arguments that users should be involved in designs they will be using, and that all stakeholders, including and especially users, have equal inputs into interaction design.

Social Model

is a diagrammatic description that captures the social aspects of the users' organizational workplace, including the overall flavor, philosophy, ambiance, and environmental factors as well as thought processes, mind-sets, policies, feelings, attitudes, concerns and influences, norms of behavior, attitudes, and pressures that affect users.

User Class

is a description of the relevant characteristics of the user population who can take on a particular work role. User class descriptions can include such characteristics as demographics, skills, knowledge, experience, and special needs—for example, because of physical limitations.

Storyboard

is a visual scenario in the form of a series of sketches or graphical clips, often annotated, in cartoon-like frames depicting the actions, states, and sequences of interaction flow between user and system.

Wireframe

is a visual schematic, blueprint, or template of a screen or Web page design in an interaction design. It is a skeletal representation of screen (or page) layout of interaction objects such as tabs, menus, buttons, dialogue boxes, displays, and navigational elements. The focus of wireframes is on screen content and behavior but not graphical specifics such as fonts, colors, or graphics. Often the earliest way design ideas become tangible, wireframes are the basis for iterative rapid prototypes.

Information Object

is an internally stored work object shared by users and the system. Information objects are often data entities central to work flow, being operated on by users; they are searched and browsed for, accessed and displayed, modified and manipulated, and stored back again.

Ideation

is an active, creative, exploratory, highly iterative, fast-moving collaborative group process for forming ideas for design. With a focus on brainstorming, ideation is applied design thinking.

Metaphor

is an analogy used in design to communicate and explain unfamiliar concepts using familiar conventional knowledge. Metaphors control complexity by allowing users to adapt what they already know in learning how to use new system features.

Hierarchical Task Inventory (HTI)

is the process of cataloguing and representing the hierarchical relationships among the tasks and subtasks that must be supported in the system design.

Sketching

is the rapid creation of free-hand drawings expressing preliminary design ideas, focusing on concepts rather than details. Multiple sketches of multiple design ideas are an essential part of ideation. A sketch is a conversation between the sketcher or designer and the artifact.

Vertical prototype

• Slice functionality vertically by depth - As much depth as possible in current state but only for a few features

Local prototypes

• Small area where horizontal and vertical slices intersect - The depth and breadth are limited to a small, localized design issue


संबंधित स्टडी सेट्स

Who were the radical Republicans

View Set

World History II "American and French Revolution Test"

View Set

Operations Management (Chapter 1)

View Set

CHAPTER 1 - THE PROFESSION OF NURSING

View Set

Network Security, Firewalls, and VPNs Textbook (Third Edition) Answer Key

View Set