INST362 Final Exam
Wireframes
Form of prototyping, comprised of lines and outlines of boxes to represent emerging interaction designs.
Critical Incident
UX evaluation that occurs during user task performance or other user interaction, observed by the facilitator or other observers or sometimes expressed by the user participant, that indicates a possible UX problem
Vertical prototype
allows testing a limited range of features but those functions that are included are evolved in enough detail to support realistic user experience evaluation.
Ideation
an active, fast-moving collaborative group process for forming ideas for design. It is a tool of design thinking.
Analytical method
based on looking at inherent attributes of the design rather than seeing the design in use.
Empirical method
Employ data observed in the performance of real user participants, usually data collected in lab-based testing.
Design Perspectives
Filters to guide thinking, scoping, discussing, and doing design
Interaction design perspective
How the user operates the system/product
Ecological design perspective
How the system/product works with regards to the external environment
Emotional design perspective
How the user feels when using the system/product
Participatory Design
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.
Design Ontology
A description of all the objects and their relationships, users, user actions, tasks, everything surrounding the existence of a given aspect of a design.
Design Thinking
A mindset in which the product concept and design for emotional impact and the user experience are dominant
Prototype
An early version of the system or product someone is trying to build. It is important because it is a more affordable and quicker way for creators to test and refine their system design.
Ubiquitous Interaction
An interaction occurring not just on computers and laptops but potentially everywhere in our environment. Interactive devices are being worn by people; embedded within appliances, homes, offices, stereos and entertainment systems, vehicles, and roads; and finding their way into walls, furniture, and objects that we carry.
Metaphors
Analogies for communication and explanations. Explain the unfamiliar using conventional knowledge. Use what users already know about an existing system or phenomena. Adapt to help user learn how to use the new system.
Rapid method
Fast and inexpensive, though may be less effective. Can be used for early stages when change occurs rapidly and detailed evaluation is not warranted. Can be used for informal demonstration, getting initial reactions and early feedback from design team, customers, and potential users.
Physical Prototypes
Go beyond screen simulation on a computer - the prototype encompasses the whole device
Users Mental Model
Internal explanation user has built about how the system works. What we do naturally in unfamiliar situations. Starts with imperfect theories. Draws on expertise & prior experience.
Rigorous method
Maximize effectiveness and minimize the risk of errors regardless of speed or cost; refrain from shortcuts or abridgements. Entails full process of preparation, data collection, data analysis, and reporting Can be conducted in a lab or in the field at the customer's location
High Fidelity Prototypes
Prototypes that are more detailed representations of designs, including details of appearance and interaction behavior.
Low Fidelity Prototypes
Prototypes that are not faithful representations of the details of look, feel, and behavior, but give rather high-level, more abstract impressions of the intended design.
Medium Fidelity Prototypes
Prototypes that have an early detailed design. They are for teams that want a bit more fidelity in their design representations than you can get with paper and want to step up to computer based representations.
Domain - Complex Systems
Systems with high degree of intricacy and technical content in the corresponding field of work. Often, characterized by convoluted and elaborate mechanisms for how parts of the system work and communicate, they usually have complicated workflow containing multiple dependencies and communication channels
Phenomenological Aspects of Interaction
The cumulative effects of emotional impact considered over the long term, where usage of technology takes on a presence in our lifestyles and is used to make meaning in our lives
Designer's mental model
The designer's conceptualization of the envisioned system—what the system is, how it is organized, what it does, and how it works.
Wizard of Oz Prototypes
The setup requires two connected computers, each in a different room. The user's computer is connected as a "slave" to the evaluator's computer. The user makes input actions on one computer, which are sent directly to a human team member at the evaluator's computer, hidden in the second room. The human evaluator sees the user inputs on the hidden computer and sends appropriate simulated output back to the user's computer.
Requirement
The term refers to a statement of what is needed to design a system that will fulfill user and customer goals. In the UX domain, interaction design requirements describe what is required to support user or customer work activity needs.
Contextual Analysis
User work activity data interpretation, consolidation and communication
Animated Prototypes
Video animation brings a prototype to life for concept demos, to visualize interaction designs, and to communicate design ideas
Main Focus
Work with the team that created the low-fidelity prototype, and create more visual cues for the user to use various UI elements. These can be illustrated scenarios that show a user how a function works, or how it would look in the end product. Lastly, finalize any relationships between all the UI elements, so the prototype is fully functioning as intended.
Brainstorming
a conference technique of solving specific problems, amassing information, stimulating creative thinking, developing new ideas, etc.,by unrestrained and spontaneous participation in discussion.
Cognitive Affordance
a design feature that helps users with their cognitive actions: thinking, deciding, learning, remembering, and knowing about things.
Custom Style Guide
a document that is fashioned and maintained by designers to capture and describe details of visual and other general design decisions that can be applied in multiple places. Its contents can be specific to one project or an umbrella guide across all projects on a given platform, or over a whole organization.
Think Aloud Technique
a qualitative data collection technique in which user participants verbally externalize their thoughts about their interaction experience, including their motives, rationale, and perceptions of UX problems. By this method, participants give the evaluator access to an understanding of their thinking about the task and the interaction design.
Storyboard
a sequence of visual "frames" illustrating the interplay between a user and an envisioned system. It brings the design to life in graphical "clips," freeze-frame sketches of stories of how people will work with the system.
Physical Mockup
a tangible, 3D, 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.
Inspection
an analytical evaluation method in which a UX expert evaluates an interaction design by looking at it or trying it out, sometimes in the context of a set of abstracted design guidelines. Expert evaluators are both participant surrogates and observers, asking themselves questions about what would cause users problems and giving an expert opinion predicting UX problems
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.
Heuristic
an informal maxim, rule of thumb, or generalized guideline about interaction design
Information Object
an internally stored work object shared by users and the system. 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.
Qualitative data
are non-numeric and descriptive data, usually describing a UX problem or issue observed or experienced during usage. E.g. interviews, observation, think aloud.
Quantitative data
are numeric data, such as user performance metrics or opinion ratings. E.g. Likert-scale question, time-on-task
Work Role
collection of responsibilities that accomplish a coherent part of the work
"T" prototype
combines the advantages of both horizontal and vertical, offering a good compromise for system evaluation.
Quasi-Empirical Evaluation
evaluation methods are empirical because they involve taking some kind of data using volunteer participants, but they are quick and dirty versions of empirical methods, being very informal and not following a strict protocol. Quasi-empirical methods focus on qualitative data to identify UX problems that can be fixed and usually do not involve quantitative dat
Summative evaluation
is about 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.
Horizontal prototype
is effective in demonstrating the product concept and for conveying an early product overview to managers, customers, and users, but usually do not support complete workflows, and user experience evaluation with this kind of prototype is generally less realistic
Formative evaluation
is primarily diagnostic; it is about collecting qualitative data to identify and fix UX problems and their causes in the design.
Iterative Process
one which all or part is repeated for the purpose of exploring, fixing or refining a design or the work product of any other lifecycle activity, It is the "wash, rinse and repeat" characteristic of HCI.
Embodied interaction
refers to the ability to involve one's physical body in interaction with technology in a natural way, such as by gestures.
Critiquing
review and judgment.
Conceptual Design
the part of an interaction design containing 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 within the system.
Sketching
the rapid creation of freehand drawings expressing preliminary design ideas, focusing on concepts rather than details.
Local prototype
used to evaluate design alternatives for particular isolated interaction details, such as the appearance of an icon, wording of a message, or behavior of an individual function.