INST362 Final Exam

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Context Cues

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

Interaction Perspective focus

How users operate a system or product A task and intention view Where the user and system come together Lab-based Testing Field Testing

Design Thinking

Human centered Requires thorough understanding of user needs Including emotional needs

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?

Types of Evaluations

Summative and Formative

Paradigm

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

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

Usually a Hybrid: Analytic

Expert plays role of user

Design Perspectives

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

Ecological Perspective focus

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

Analytic Methods

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

Empirical Methods

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

Low fidelity

Give high level, more abstract impressions of the design

Summative Evaluation Metaphor

Guests tasting soup

Formative Evaluation Remember:

Helps you form design

Engineering: Success

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

Participants

5-12 users typically involved

Design Thinking Success

A profound and satisfying user experience

Questionnaires

A self-reporting data collection technique Primary instrument for collecting quantitative subjective data Used to supplement objective data or can be an evaluation method on it's own In past, primarily used to assess user satisfaction But can contain probing question about full user experience Especially good for emotional impact, perceived usefulness

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

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

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 : Integrative

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

Usually a Hybrid: Empirical

Can involve "simulated empirical" aspects

Choosing the right kind of prototype

Choose the right breadth Depth Fidelity Interactivity

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?

Formative Evaluation Metaphor

Cook tasting soup

Using the right level of Fidelity

Depends on design perspective being addressed Ecological Interaction Emotional

interaction Perspective describes

Describes how users operate the system or product

Design Thinking:

Design Paradigms Defining Design Thinking Design Perspectives

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

Types of Methods

Emperical Analytical Rapid Rigorous

Three Design Paradigms

Engineering Human Information Processing Design Thinking

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

Formative Evaluation Purpose:

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

Questionnaires Pros

Inexpensive Easy to administer

"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

Usability testing + Controlled lab studies is

Interaction Perspective

"Wizard of Oz" Prototypes

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

Design Thinking

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

"Click Through" Prototype

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

Conceptual Design

Mental Models Metaphors Story Boards

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

QUIS (Questionnaire for User Interface Satisfaction)

One of the earliest and most used Organized around general categories: Screen, terminology, learning, system capabilities Many practitioners supplement QUIS with their own questions specific to design being evaluated

Measurements

Performance tasks Clicks, steps, errors, time

Formative Evaluation Data Type

Qualitative

Summative Evaluation Data Type

Quantitative

Questionnaires Cons

Require effort to produce so that data is reliable and valid

Formal Evaluation

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

"Wizard of Oz" Prototypes

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

Hybrid Empirical & Analytic

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

"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

Emotional Perspective

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

Interaction Perspective consider

User intentions Sensory, cognitive & physical user actions Device behavior Task-oriented view

Data Collection

Video Data Pre & Post Surveys Interviews & Focus Groups Software logs Field Notes Eye tracking

Labs & Equipment

Video Recording Equipment Eye tracking Furniture & scenery to mimic the context Mobile equipment

Designer's Mental Model

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

User's Mental Model

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

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?

Most extreme value in each direction on scale is

an anchor

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

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

Likert Scales AKA

semantic Differential Scales Labels can also be pictorial (e.g., smiley faces)

Engineering: Roots in

software engineering, human factors, & usability engineering

Doing is the best kind of

thinking

Emotional Perspective consider

Expected overarching emotional response Aesthetics & visual design

Fully Programmed Prototype

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

Summative Evaluation Remember

Helps you sum up design

High Fidelity

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

Prototype Fidelity

How finished the prototype is perceived to be by participants

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

Joy of riding Optimized fuel economy

Informal Evaluation

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

Questions for User's Mental Model

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

Adapting Questionnaires

You can modify an existing questionnaire Choosing a subset of questions Changing the wording in some questions Adding questions to address specific areas of concern Using different scale values

Mental Model Example

Your mental map of how to get around

Design Thinking takes into

account social & cultural aspects of interaction

Emotional Perspective: Focus

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

Emotional Perspective focus

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

Design Thinking includes

emotional & phenomenological concerns

Emotional Perspective describes

intended emotional impact

SUS (System Usability Scale)

just 10 questions Alternates positive and negative questions Five point Likert Scale Robust, extensively used Widely adapted Technology Independent

Ecological Perspective describes how

system works within it's environment

Design sometimes refers to

whole UX lifecycle


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