UVA CS3205 End Term
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