UVA 3205 HCI Final

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formative evaluation

to identify UX problems and their causes in design. to fix the problems

goal of evaluation

to provide feedback in software development in support of an iterative development process

Wizard of Oz Prototype

Highly flexible prototype & deceptively simple Appearance of a high degree of interactivity Simulate behavior in complex situations with unpredictable inputs

A benchmark task represents a specific, realistic, standardized user task that can be used to evaluate a design.

True

Outcomes (in the Interaction Cycle) is concerned with the non-interactive parts of a system that help users accomplish their goals.

True

baseline level

benchmark level for the current version of the system (ex: <=30 seconds, <=10 errors, or >=8/10 user satisfaction

measure

captures measurable aspect of a goal (ex: user performance)

Targets

Collection of info defining the user, goal, metric, and other info (ex: UX target table)

Horizontal Prototype

broad in feature coverage, less depth of detail (good overview), will not support details of work flow, evaluation not too realistic (design still too abstract)

Which is the best prototype for revealing the concept of a futuristic design?

Video prototype

Which design production outcome can be best used to create a "click-through" prototype by adding links that respond to user interaction?

Wireframes

metrics

values derived from measuring instrument. (ex: satisfaction levels, error rate, time-on-task)

Metrics

Measurable performance-based value taken during benchmark tasks (ex: task completion time, number of errors, reported user satisfaction)

Mockups for physical actions

Support physicality as a primary characteristic of the product or system. Good for evaluating emotional impact Design comes alive (3D, embodied, tangible) Use materials at hand

Types of Prototypes

Paper prototypes, paper-in-device mockup, "click-through" prototype, wizard of oz prototype, physical mockup, animatic or video prototype

Local

Small area where horizontal and vertical slices intersect. Used to evaluate design alternatives. For particular isolated interaction details (icons, wording, button)

Categories of UX goals described in the textbook?

safety, satisfaction, ease of use

A ____________ prototype contains a considerable depth of functionality in the current state of progress but is shallow in regards to other features.

"T"

In which part of design it is most unlikely to use high-fidelity prototypes?

Ideation

Click-through prototype

1. Programmed with some scripting language 2. Some ability to respond to user actions 3. Show interaction flow and some kinds of behavior

target level

quantitative statement of an expected value for a metric

work role

captures high-level goal of user. (ex: ticket buyer)

user class

provides a detailed look of user in a work role. (ex: first-time ticket buyer for personal use)

fidelity

reflects how "finished" a prototype is perceived to be by customers and users

Goal for prototyping

to serve as a platform for evaluation.

Which of these is true of wireframes?

They are often deliberately unfinished looking

During design, we either use storyboards or wireframes, never both.

False

Animatic Prototype

Video animations, usually based on series of sketches ◦ Storyboard frames in "flip book" style sequence on video

Which of these is an example of a UX metric?

Average rating on a questionnaire question

prototype

communication tool/prop for designers, clients, stakeholders, investors

Goals

High-level objectives. (ex: ease-of-use, speed of operation, user satisfaction, performance, safety)

Low Fidelity Prototype

1. appropriate when design details have not been decided and are likely to change. 2. Proven effective in design evaluations

Tips for creating targets

1. clearly specify work roles 2. balance trade offs among groups 3. choose reasonable target levels 4. don't forget quantitative measures for emotions

Medium Fidelity Prototype

1. usually means wireframes. Good for intermediate design and early detailed design. 2. Useful to show layout, breadth of user interface objects, some work flow

Vertical Prototype

As much depth as possible in current state but only for few features. But features included can be evaluated realistically.

Which design guideline would be most appropriate to use in the Assessment part of the Interaction Cycle?

Feedback

A ____-fidelity prototype is usually used for marketing and attracting investment, while a _____-fidelity prototype is appropriate for showing work flow and interface elements.

High / Medium

evaluation

any analysis or empirical study of the user experience of a prototype or system.

Paper prototypes

drawn by hand (like sketching)

A _____ -fidelity prototype, such as paper, offers flexibility in changing sequencing/behavior, while a ______ -fidelity prototype offers a better representation of the visual aspects of design.

low, high

measuring instrument

method for providing values for a measure. (ex: benchmark task, questionnaire, etc.)

The cut off corner of a SIM mobile card is a manifestation of which design principle?

Constraints

Video Prototype

Conceptual video of a possible (game -changing) future ◦ e.g., iPhone 5 concept features

T Prototype

Most of user interface realized at shallow level (horizontal). A few parts done in depth (vertical). Creates a nice balance, gain many advantages of breadth and depth

A cognitive metaphor would be most appropriate to support users in which part(s) of the Interaction Cycle?

Task Planning Task Translation

What is the purpose of the "intermediate design" described in the textbook?

To sort out multiple possible conceptual design candidates and arrive at one design for layout and navigation

High Fidelity Prototype

useful as advance sales demos for marketing and for raising venture capital


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