HCI Midterm2

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

Storyboarding is all about ___

communicating ideas

Storyboards can be mocked up without ___

computers

Rate fidelity from lowest to highest

1st. Needfinding (low fidelity) 2nd. Storyboards (low fidelity) 3rd. Paper prototype (low fidelity) 4th. Digital Mock-up (high fidelity)

What does the facilitator & wizard do?

- Facilitator talks to the users, provides tasks, & takes notes - Wizard operates interface

Things to consider when using a video prototype

1. Can use audio or silent movie with title cards 2. Interface can be paper prototypes, digital mock-ups, code, or invisible (just showing the task) 3. Edit as little as possible to save time

4 Benefits of Video Prototyping

1. Cheap & fast 2. Great communication tools 3. Can serve as a 'spec' for developers 4. Ties interface design to tasks

Explain why video prototypes can be any fidelity. (3)

1. Early on: you can use video prototypes as a brainstorming aid that takes just a few minutes 2. You can take paper prototypes that you've build & put together a video really quickly 3. Make a slick video prototype as a way of selling & explain ideas in order to get support from a large organization

Advantages of Wizards (7)

1. Fast + cheaper & more iterative prototypes 2. Creating multiple variations is easy 3. More "real" than paper prototyping 4. Identifies bugs & problems with current design 5. Places the user at the center of development 6. Can envision challenging-to-build applications 7. Designers learn by playing wizard

Elaborate on making an interactive application without much code (3)

1. Front end interface 2. (Remote) wizard controls user interface 3. Make sense when it's faster/cheaper/easier than making real thing

Benefits to storyboarding (3)

1. Holistic Focus: helps emphasize how an interface accomplishes a task. 2. Avoids commitment to a particular user interface (no buttons yet). 3. Helps get ALL stakeholders on the same page in terms of the goal.

Storyboard

1. Origins from the film industry, series of panels depict snapshots from an intended film sequence in order to get the idea about the eventual scene. 2. provides snapshots of the interface at particular points in the interaction so that the users can determine quickly if the design is heading in the right direction.

4 steps to running Wizard-Powered Prototype

1. Practice with a "friend" ;) 2. Recruit "users"-- 2 types of users: facilitator wizard 3. Evaluate user feedback 4. Debrief users

Rights of a prototype (3)

1. Should not be required to be complete 2. Should be easy to change 3. Gets to retire

Disadvantages of Wizards (6)

1. Simulations may misrepresent otherwise imperfect tech (it's easy to gloss over errors in technology that could potentially come back to bite u in the a$$) 2. May simulate technologies that do not exist 3. Wizards require training and can be inconsistent 4. Playing the wizard can be exhausting 5. Some features & limitations are difficult/impossible to simulate effectively 6. May be inappropriate (inappropriate to have a wizard around in some situations)

Steps to video prototyping (4)

1. Start with an outline (or your storyboards, plan out shots, what the video prototype will show & how the tasks will accomplish that) 2. Fine to extemporize/improvise 3. Equipment (camera, people, location) 4. Focus on message more than product values

Types of prototypes (3)

1. Storyboarding 2. Paper Prototypes 3. Digital Mock-ups

Storyboard sequence (2)

1. What are the steps to accomplish the task? 2. What leads somebody to use the app?

Prototype

Experimental and incomplete designs which are cheaply and fast developed

Storyboarding time limits

Impose hard time limits like 10 minutes, not everything has to be beautiful

Video Prototyping

Shows what you imagine it will be like to use your system

Can prototypes be changed?

Yes-- many times-- until a better understanding of the user interface design has been achieved with the joint effort of both the designers and the users.

A storyboard shows what is happening at ___ ___ ___ ___, like a comic strip.

key point in time

In most cases, you'll use ___ ___ as the interface in the video

paper prototypes

A good storyboard is always going to have a ___ in it.

person

The Wizard of Oz enabled John F. Kelley to time-travel into a future where ___ ___ technology works better, to type & understand what the user experience issues of that domain would be.

speech recognition

Wizard of Oz techniques got their start with ___ ___ ___

speech user interfaces

Bad drawing in a storyboard is an asset sometimes because...

then all you can do is focus on the content

What should the video in show in video prototyping? (5)

1. Like the storyboard-- the whole task, including motivation & success 2. Draw on tasks that you have observed and elaborate on them when making the video prototype 3. Illustrate important tasks your system enables 4. Can help scope a minimum-viable-product 5. Changes what design teams argue about in a good way

Prototyping can be divided into: (3)

1. Low-fidelity prototyping (provides limited or no functionality) 2. Medium-fidelity prototyping 3. High-fidelity prototyping (fully-functioned)

Wizard of Oz Technique (2)

1. Make an interactive application without (much) code 2. Get feedback from users/people

Elaborate on getting feedback from users/people (2)

1. Making a high-fidelity UI takes a lot of time & users may be reluctant to critique a high-fidelity UI 2. Paper prototypes for Wizard-of-Oz tests in the early stage are recommended & users will feel more comfortable giving any type of feedback

5 steps to making a Wizard-Powered Prototype

1. Map out scenarios & application flow 2. Put together interface "skeletons" for the end users 3. Develop "hooks for wizard input if you're going to have a remote wizard" 4. Think of how the wizard will provide input 5. Rehearse wizard role with a colleague

Digital Mock-Ups

1. More specific than paper prototype, takes more time 2. Digital mock-up is considered to be a high-fidelity mock

3 types of user feedback

1. Think aloud - speak freely as performing tasks 2. Retrospective - best when think aloud distracts 3. Heuristic evaluation - works with experts too (Further explanation: if you have specific things you'd like to make sure that your interface does well, you can have categories of problems or heuristics that you asked your users to pay attention to.)

Examples of paper prototyping (3)

1. Use printouts of actual screen shots, draw & annotate on top of that 2. Use transparencies if you've got layers in the UI 3. Use line widths of different thickness to add structure-- thicker line for the major elements & thinner line for the minor elements.

Storyboard satisfaction (3)

1. What motivate people to use these systems? 2. What does it enable people to accomplish? 3. What need does the system fill?

Storyboard setting (3)

1. Who are the people involved? 2. What's the environment? 3. What tasks are they trying to do?

The phrase "Wizard of Oz" has come into common usage in the fields of experimental psychology, human factors, ergonomics, linguistics, and usability engineering to describe what?

A testing or iterative design methodology wherein an experimenter (the "wizard", in a laboratory setting, simulates the behavior of a theoretical intelligent computer application (often by going into another room & intercepting all communications between participant & system).

How do you make a mockup of the UI?

By using paper, post-it notes, markers, pens/pencils, stickers, etc. (not doing it on the computer)

Wizard of Oz Prototyping

Stimulates interactive behavior and machine functionality with human operators

Paper Prototyping

Technique that represents what the actual UI will look & feel like to the user

Prototyping

The process of developing prototypes (1) Strategy for efficiently dealing with things that are hard to predict (2) An integral part of iterative user-centered design because it enables designers to try out their ideas with users and to gather feedback.

Wizards throughout development

The wizard may do all of the interactions at the beginning & as you get closer to a final project, you can have it fill in only the parts that aren't done yet.

Easiest mistake to make in storyboarding

To focus on the user interface before you focus on the tasks that the interface is going to support

Main purpose of prototyping:

To involve the users in testing design ideas and get their feedback in the early stage of development, to reduce time & cost.


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