HCI
User Persona
A description of a archetypical, hypothetical, imaginary user 1. Behaviors 2. Goals
Usability Requirement
A falsifiable, well-defined requirement for assessing a usability goal.
Conceptual Model
A high-level description of how a system is organized and operates
Predictive Models
A method for predicting how usable an interface is as a function of certain design characteristics
Paradigms
A set of practices that a community has agreed upon
Frameworks
A set of steps, concepts, questions, etc. for guiding designers
Linus Torvalds
Added Kernel to Linux Father of Linux
Evolution of the Desktop
Added colors Used concepts of a literal desktop
Common Ground
Allowing the design team to establish a set of common terms that all can understand and agree upon, reducing the chance of misunderstandings and confusion arising later on
Usability Goal
An abstract (often high-level) criteria by which a system must pass to be considered 'usable'.
Orientation
Enabling the design team to ask specific kinds of questions about how the conceptual models will be understood by the targeted users
The Mother of All Demos
Engelbart Mouse, Video conferencing, Hypetext Grocery list management
Richard Stallman
Free software foundation GNU
Metaphors/Analogies
To convey to the user how to understand what a product is for and how to use it for an activity.
Conversing
Users can have a dialogue with a system
Manipulating
Users interact with objects in a virtual or physical space by manipulating them
Instructing
Users issue instructions to a system EX: type command, select options, voice command, etc.
Exploring
Users move through a virtual environment or a physical space
User Roles
With multi-sided users, use cases are very different
Concepts
Task-domain objects, their attributes, and operations that can be performed on them.
Problem Space
The bounds within which an interaction takes place
Mappings
The mappings between the concepts and the user experience the product is designed to support or invoke
Human-computer interaction
The study, planning, and design of the interaction between people and computers.
Falsifiability
The trait of a statement, hypothesis, or theory whereby it could be shown to be false if some conceivable observation were true.
How Do Data Gathering Techniques Differ?
1. Amount of Time 2. Level of Detail 3. Risk 4. Knowledge analyst requires
Issues with Metaphors
1. Breaks the rules (of the real world) 2. Too constraining 3. Conflicts with design principles 4. Not being able to understand the system functions beyond the metaphor 5. Overly literal translation of bad design 6. Limits designers' creativity
User Requirements
1. Characteristics 2. System Use 3. Distributions
HCI is at the intersection of which disciplines?
1. Computer Science 2. Behavioral Science 3. Design
How Can Personas Be Helpful?
1. Descriptions: workflow, goals, environment 2. Can Help In: conceptual models, usability requirements, prioritizing features
Categories of Usability Goals
1. Functional 2. Affect- "users remain attentive"
Users and Tasks Process
1. Identify Users 2. Identify and Prioritize Uses/Tasks 3. Establish Usability Goals 4. Formalize Goals as Usability Requirements
Interaction Types
1. Instructing 2. Conversing 3. Manipulating 4. Exploring
Components of a Conceptual Model
1. Metaphors / Analogies 2. Concepts (or Objects) 3. Relationships (between Concepts) 4. Mappings (or Operations)
Components of first GUI
1. Mouse 2. Hypertext Links 3. Raster-scan video monitors 4. Screen Windowing
Benefits of Understanding a Problem Early
1. Orientation 2. Open-Mindedness 3. Common Ground
Needfinding Techniques
1. Questionnaire 2. Interviews 3. Focus Groups 4. Naturalistic Observation 5. Study Documentation
Design Principles
1. Simple and natural dialog 2. Speak the user's language 3. Minimize user's memory load 4. Be consistent 5. Provide feedback 6. Provide clearly marked exits 7. Provide shortcuts 8. Deal with errors in a positive manner 9. Provide help
Norman's Design Principles
1. Visibility 2. Feedback 3. Affordance 4. Mapping 5. Constraint 6. Consistency
Basic Lessons on Users + Tasks?
1. Who are the users 2. What the users need to do in the system
Douglas Englebart
1970 First GUI
Where was the first GUI created?
By Xerox in Palo Alto in 1970
Theories
Can inform and/or inspire design
What does it mean to conceptualize an interaction?
Define the interaction within a problem space abstractly without reference to any particular technology or design
Vannevar Bush
Hypothesized an electromechanical research library. First concept of Hypertext systems. First concept of forum. 1930s
Stakeholders
Other parties that have some stake in the system design
Open-Mindedness
Preventing the design team from becoming narrowly focused early on
Needfinding
Process by which you "get" tasks
Relationships
Relationships between concepts. Whether objects are contained in one another and the relative importance of actions.
What is Included in a Problem Space?
Relevant parties, objects, tasks, behaviors