UVA CS3205 End Term

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User experience (UX)

The totality of the effect or effects felt by a user as a result of interaction with a system including the influence of usability, usefulness, and emotional impact during the interaction.

detailed design

To decide screen design and layout details b. Includes visual comps of the skin: for look and feel appearance c. Wireframes to high-fidelity

Human-information processing (HIP) paradigm

Treat human minds as information processors in order to understand interactions with machines (HIP theory) · Roots: cognitive science, information processing, psychology, human factors · Emphasis: human sensing, cognition, memory, information understanding, decision making · Design focus: limits of human signal detection, modalities used to communicate a problem

analysis

Understand user work and needs

brainstorming

Using small breakout groups to create lots of ideas

evaluation

Verify and refine interaction design

storyboards

Visual design scenarios that envision interaction design solutions

Connecting SE and UX

it needs to be more collaborative, parallel and risk management

ideation

light-fast, loosely structured iteration, for the purpose of exploring design ideas sketches as prototypes, brainstorming, discussing, critiquing as evaluation

Quantitative vs. qualitative:

number vs quality

user models

work roles, user classes, social models, user personas, usage models

design sketch

· Goal: support ideation to find a great design solution · Experimenting, exploring, being creative · Getting the right design · For design

Interviews

·Done at interviewee's work space · About 30 minutes per interview · Call ahead · Pick a range of people (including those at extremes) ·Interview in pairs (one asking questions, one taking notes) · Ask "why" questions · Encourage stories · Capture quotes · Have a conversation

Quantitative and Objective:

initial performance; long-term performance; learnability/retainability; usage accuracy/error rate; advanced feature usage

Conceptual design 3 perspectives

interaction perspective, ecological perspective, emotional perspective

UX Components

o Project biased towards users, usage, and emotional impact. o Requirements are based on user concerns o Emphasis is on quality of design o Interaction design trends (newest, sleekest tech)

Work, work practice, work domain

"Getting your nose in the customer's tent" Workplace visits, pictures, audio, video, note-taking Deep understanding and copious notes about customer's work practice and work domain

user personas

1. Realistic, rich, and "sticky" 2. A hypothetical user for whom the designer caters the product to 3. Streamlines the requirements and features of the design

Usefulness

The component of user experience to which system functionality gives the ability to use the system or product to accomplish the goals of work (or play).

Interaction design

The creation of interactive digital products, environments, systems, and services.

social models

1. Captures communal aspects of workplace 2. Philosophy, ambiance, and environmental factors 3. Norms of behavior, mind-sets, feelings, attitudes, pressures, etc.

interaction perspective

1. How users operate the system/product 2. Task & intention view where user & system come together 3. Involves sensory, cognitive, and physical actions

user classes

1. Knowledge and skill-based characteristics 2. Physiological characteristics 3. Experience based characteristics (EX: general public ticket buyer, senior citizens, new users, etc.) 4. Captured in user personas

Design Thinking as a discipline

A separate discipline on its own

Emotional Perspective

About aesthetics and joy of use, emotional impact and value-sensitive aspects, and social and cultural implications

idea creation ("go mode")

Active, fast-moving collaborative group process for forming design ideas. It's the beginning of the conceptual design stage.

physical model

Captures roles, activities, and artifacts of other models of a physical setting · Shows physical dimensions of work spaces · Shows workstations, physical equipment, and collaboration spaces · Does not have to be exact · Placement of paths and movement of people and objects

designer mental model

Conceptualization of the envisioned system · How it is organized, what it does, and how it works · Created from what is learned in contextual inquiry and analysis. Transformed into design by ideation & sketching

candidate persona

Covers all subroles and user classes for each work role

design

Create interaction design concepts

design narrow

Creative human activity Synthesis of new ideas

conceptual design

Critique and compare multiple design concepts Sort out the best one Weigh concept feasibility Paper to low-fidelity storyboards Evaluation via storytelling

engineering paradigm

Descontruct work with the objective of designing the machine for optimum human performance. · Roots: software engineering, human factors, and usability engineering · Emphasis: Reliability, user performance, user productivity, avoiding errors · Design focus: requirements, automation, evaluation via statistical summative studies

Scenarios in conceptual design

Describe key usage situations happening over time. · Deliberately informal, open-ended, and fragmentary · Includes actor(s) who are working toward a goal with a role for · technology · Designers extract claims about the system that can be · analyzed and evolved · At conceptual design stage, scenarios generally address high-level technological descriptions · Scenarios generally cover all of the basic stages of interaction

Iteration

Design, test, measure, and redesign repeated until usability are met.

work roles

Duties, functions, work activities EX: student, alumni, ticket buyer, performer, office manager, etc.

Low Fidelity Prototype

Goal: support iterative refinement of a given design · Following the UX process · Getting the design right · For UX engineering

cognitive affordance

Help users think, learn, understand

ecological perspective

How system/product works within its external environment, is used in its context, and interacts with people and systems around

user mental model

Internal explanation user has built about how system works

UX lifecycle, the Wheel

Iterative, evaluation-centered UX lifecycle template

Design-informing models (DIMs)

Model that descirbes current situation based off WAAD and work activity notes and the envisioned situation based off extracted requirements

Step-by-step task interaction model

More direct and less story-driven · Contains detailed description of task performance observed in users · Includes temporal ordering of actions and activities · Not complete task specifications · Mostly linear, with some branching and looping

prototyping

Realize design alternatives

User interface (UI)

Space supporting the interaction between the user and the system

Ethnography

Study and systematic description of cultures

Emotional impact

The affective component of user experience that influences user feelings.

Work environment models

artifact model, physical model

baseline level

benchmark level for the current version of the system

UX as Primary Product Architects

conducts contextual inquiry, analyzes and models the work practice, envisions an interaction design, and provides an experience for the user. more user-centered and user experience-oriented analysis of the work domain, interested in user, design for usage. Issues: communication of constraints, pressure on SE

target level

quantitative statement of an expected value for a metric

Human Memory Limitations:

stacking: need to avoid complicated task execution sequences (need to use intermediate screens and dialog boxes); need to provide flexibility for all the users.

Rationale

1. Usually sourced from interviewee quotes 2. Can also be sourced from regulations

critiquing ("stop mode")

Review and judgement of the design ideas in the ideation phase.

design broad

Entire lifecycle process System design lifecycle

Requirements extraction

1. Walkthrough the WAAD 2. Deduct what interaction requirement is implied by each note 3· Categorize needs and requirements 4· UX requirements implied by usage statements

Deductive reasoning

1. What functions are implied by the notes 2. What requirements are implied by the functions

UX guidelines in the context of the Interaction Cycle

1. planning: support users determine what to do (map) 2. translation: support users determine how to do actions on objects (drive) 3. physical actions: support users perform the actions on these objects (brake) 4. outcomes: how non-interaction functionality helps achieve their goals (calibrate traction happens) 5. assessment: support users determine if the interaction is turning out right (stops!)

Work activity data

Don't ask uses what they want or need (users typically do not know) Create empathy User is the expert (listen and observe) Tease out information Focus on user tasks and information flows EX: screen captures, photos of work space, recordings of interviews, sketches, diagrams

Design-thinking paradigm

Emphasis in interaction is about making meaning and emotional aspects (phenomenology) · Roots: Psychology, sociocultural studies, phenomenology · Emphasis: User experience, getting design right, emotional and phenomenological concerns · Design focus: Emotional impact, appeal, joy, thrill, pride, lifestyle

Usability engineering

Focusing on improving usability of interactive systems and concerning with HCI and devising human computer interfaces that have high usability or user friendliness.

wireframes

Intermediate design: illustrated scenario and wireframes, intermediate design prototype 2. Detailed design: annotated wireframes visual comps, detailed 3. Design refinement 4. De facto representation medium for interaction design (major bread and butter tool) 5. Define webpage or screen content and navigational flow 6. Show approximate visual layout and behavior 7. Represent design objects and navigation

affordances

Knowledge in the world vs. knowledge in the head

intermediate design

Layout and navigation Low-fidelity to wireframes

Design

Listing out features and deciding which UI method best suits these features

Observations

Look for inconsistencies Pay attention to non-verbal cues

design refinement

Prototype usually med to high fidelity b. Evaluation: rapid method, full rigorous process.

sketching

Rapid creation of freehand drawings that lead to a conversation. It helps you... o Explore, express, and expand design ideas o It's essential to ideation and design o Helps add "cognitive supercharge" o Embodied cognition to aid invention o Documents history of thinking

Rich Persona

Relevant · Believable · Specific · Precise · With Personality · Life surrounded with artifacts

Design Perspectives

ecological perspective, interaction perspective, emotional perspective

design paradigms

engineering paradigm, human-information processing paradigm, design-thinking paradigm

Quantitative and Subjective:

first impression: initial opinion and satisfaction; long-term satisfaction; game experience

Usage models

flow model, hierarchical task inventory, usage scenarios, step-by-step task interaction model

sensory affordance

help users sense/perceive something

functional affordance

help users use the system to do their work

Qualitative and objective:

the same as before but coming from interpreting observations and/or video/audio recordings

Qualitative and subjective:

the same as before but coming from interview responses/data and/or video/audio transcripts

SE Role as Primary Product Architect

translates the gathered requirements into functional design, which then gets implemented in code, elicits requirements from customers and envisions the product design, interested in system functionality

Flow model

-"Big picture" or high-level view of work domain -Shows interconnections among components of work domain -Components include key work roles and machine roles -Shows how things get done in domain, how different entities communicate

Work activity notes

-Created by raw contextual data -User and user class information -Social aspect of work practice -Emotional impact -Task-specific information -Physical work environment -Design inspiration ideas

System concept statement

1. Mission statement for new system to be developed· 2.Understandable = explains system to outsiders 3. Talk about "what, why, how, for whom" 4. Concise = short and to the point 5. Iterated and refined

Barriers

1. Problem that interferes with normal operations of user work practice 2. Interrupts work flow and/or communications

SE components

1. Project biased toward code and tech concerns 2. Emphasis on quality in code 3. Functional constraints have priority over customer preferences 4. Requirements have a functional flavor rather than a user-centered one

Work Activity Affinity Diagram

1. Sorts data into categories and subcategories 2. Data determines categories, not other way around 3. Affinity diagram made of work activity notes 4. Create by forming clusters with notes and assigning higher level labels

flow model

Most important model type ·Scope = entire work practice ·High-level view of workflow Nodes of active entities (including non-human entities)

usage scenarios

Narrative task interaction models Describe key usage situations as a story about a specific user Informal and open ended Focus on needs, goals, and concerns of users

Sticky Persona

Not just in design meetings · Create posters · Coffee mugs · T-shirts · Full-sized cardboards

Work Artifacts

Paper forms, templates, work orders, paperwork Any physical or electronic thing that are created, used, or referenced in a task

artifact model

Shows how tangible elements are used and structured during workflow · Collection of artifacts, organized for analysis · Attach samples of artifacts with notes and annotations about how each artifact is used

hierarchical task inventory

Tasks broken down into subtasks and steps Show what user tasks and actions are possible Checklist for keeping track of task coverage in design Hierarchical tree structure of tasks Not temporal in ordering

Usability

The pragmatic component of user experience, including effectiveness, efficiency, productivity, ease-of-use, learnability, retainability, and the pragmatic aspects of user satisfaction

Human-computer interaction (HCI)

The study of designing effective interactive systems for human use and understanding how interactive technologies affect the lives of people

UX goals, metrics, and targets

high-level objectives; measurable performance-based value taken during benchmark tasks; collection of info defining the user, goal, metric, and other info

efficiency

how easily can users perform tasks

emotional perspective

how the system evokes emotional impact

Ecological perpective

how the system works within its environment

interaction perspective

how users operate the system

attractiveness

how visually appealing is the interface

memorability

how well can a returning user recall the interface

Metaphor

· Analogies for communication and explanations · Ecological perspective · Interaction perspective · Emotional perspective


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