INST 362 Midterm Exam, INST 362 Midterm Exam set 2

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Interaction Requirement

"I use my calendar to schedule meetings with my co-workers" Scheduling meetings. Coordinating with others. Users shall have support for automated coordination or negotiation of schedules with the calendars of other users.

Vinod Khosla (Khosla Ventures a super successful Silicon Valley venture capital)

"If there is no problem, there is no solution, and no reason for a company to exist"

Design Thinking

"Good designers never start by trying to solve the problem given to them: they start by trying to understand what the real issues are"

Corresponding system requirement

"System shall have networked infrastructure to poll all kiosk transactions as they are happening and coordinate with the venue seating data to 'lock and release' selected seats."

Interaction requirement

"Ticket buyers shall be able to see a real-time preview of available seating for a venue."

Contextual Inquiry

"user research" Performed in order to collect data about work domain and user's work activities. Essential to understand existing systems in order to design new systems

Interpretation

Determine the meaning of the user's words, emotions, and actions together with the user by sharing your interpretations and letting the user respond Co-interpret

The Triangle of Joy in Use

Direct into Action The Hassle Factor The Learning Delta

Drilldown Cool Concept

Each subteam discusses a different concept in parallel. Get the flow of life done better (Accomplishment) Make connections to people that matter easier (Connection) Support identity elements explicitly (Identity) Create delightful and useful graphics and animation (Sensation) Provide more direct interaction (Direct/Hassle) Eliminate learning as a task (Learning Delta)

Accomplishment

Empower users to achieve all the intents of their life, work and personal, wherever they are in whatever amount of time they have, across place, time, and platform.

Work Roles

Job title or work assignment that represents a set of work responsibilities

Messages (Poems)

Language, verbiage, common phrases, social/professional interactions

Environments (Poems)

Lighting, temperature, architecture, atmosphere

Experience in UX

Making usage easy for everyone. Making everyone productive in usage. Usefulness. Pleasure and emotional satisfaction.

Data "Holes" (Work Activity)

Missing data that you have discovered as necessary to complete the picture, used to drive further data collection in the field and added as "hole" notes in a different color or orientation

The Hassle Factor

Remove all inconveniences, set-up, plugging in, logging in, boxes, customization and technology hassles from the product. Create joy by removing all the glitches and inconveniences that interrupt the flow of life.

Constraints

Restrictions on the project or design. Ex: Time constraints must be completed in a certain time.

People (Poems)

Roles, positions, behavioral traits, demographics, population

The Iterative Cycle of Human-Centered Design

-> Observation -> Idea Generation -> Testing -> Prototyping

User Class

A description of the relevant characteristics of the user population who can take on a particular role. Demographics, Skills, Knowledge, Experience, Special needs, etc.

UX Lifecycle Process

> Design > Implement > Evaluate > Analyze >

Steps for WAADing (Work Activity Affinity Diagram)

1. Distribute work activity notes among team 2. Get familiar with your notes 3. Someone "plays" a work activity note 4. Place at bottom of diagram 5. Others look for similar notes & group 6. Repeat 3-5 until group gets hang of it 7. Everyone groups notes in parallel 8. Make topical labels for clusters 9. Divvy large clusters into smaller groups 10. Put small clusters into larger groups 11. Create a hierarchy of groups

Steps for Flow Diagram/Model

1. Draw nodes for work roles (label) 2. Draw nodes for entities (e.g., database) anything involved in flow of work practice 3. Add arcs indicating flow. Include flow outside the system. Label w/ flow channel

Steps of Contextual Analysis

1. Identify work roles & user classes 2. Build initial flow model 3. Synthesize work activity notes 4. Consolidate data 5. Build Work Activity Affinity Diagram 6. Communicat e results w/team walkthroughs

Work Activity Note Tips

1. Paraphrase & synthesize instead of quoting raw data. 2. One idea per sticky note. 3. Write in user's perspective. 4. Stay true to user's intention. 5. Easy to read at a glance. 6. Maintain a work domain perspective.

User-centered design

A process that centers design around user needs, abilities, environment, and tasks ("It is the duty of machines and those who design them to understand people. It is not our duty to understand the arbitrary, meaningless dictates of machines.")

Signifier

A signifier refers to any mark or sound, any perceivable indicator that communicates appropriate behavior to a person In design, signifiers are more important than affordances, for they communicate how to use the design

The Wheel of Joy in Life

Accomplishment Connection Identity Sensation Joy in Life

Affordance

Affordance refers to the relationship between a physical object and a person (or for that matter, any interacting agent, whether animal or human, or even machines and robots). Whether an affordance exists depends upon the properties of both the object and the agent. A chair affords ("is for") sitting ... but does not afford carrying by all people

Discoverability Concepts

Affordances Signifiers Constraints Mappings Feedback

Services (Poems)

All applications, tools, and other systems that influence the environment

Don Norman

Author of "The Design of Everyday Things" and other important books on Design

Flow Model

Big picture diagram of work domain. Shows interconnections b/w components of work domain. Components: Key work roles Machine roles

Partnership

Collaborate with users to understand their motivations and strategies Let them lead the interview by doing their own activities and commenting on them

Principals of Interviews

Context Partnership Interpretation Focus

The Bridge to Design

Contextual Interview is the first immersion experience of Contextual Design. Effective design depends on the UX professional's ability to communicate the customer data and insights in a way that is consumable and relevant for the people in the design process.

Design (Idea Generation)

Create interaction design concepts

Feedback

Feedback must be immediate. Feedback must also be informative. Too much feedback can be even more annoying than too little. Feedback must also be prioritized, so that unimportant information is presented in an unobtrusive fashion, but important signals are presented in a way that does capture attention.

Interaction Design Requirements

Functional requirements. Usability goals. Requirements for "be" goals

Work Practice

How people do their work. Pattern of established reactions, approaches, routines, conventions and procedures typically followed to perform work

work practice

How people do their work. Pattern of established reactions, approaches, routines, conventions and procedures typically followed to perform work

Connection

Increase the intimacy and collaboration of users' real relationships. Help them make frequent contact, have something mutually valued to talk about and share, and find things to do together as everyone pursues their separate lives.

System Concept Statement

Mission statement for the project. Explains the system to outsiders and helps set focus and scope for system development for team. Contains high-level statement about target system. Identifies client. Describes expected users. Describes what users will do with system. Describes why system is useful.

Human-Computer Interaction (HCI)

Multidisciplinary area that draws on computer science,psychology, sociology, anthropology, and industrial design. Interested in the place where human and technologies meet.

Gathering Design Requirements

Not simply asking users what they need designers need to know what to pay attention to—of all the overwhelming detail available, what matters for the design problem at hand?

Poems

People Objects Environments Messages Services

How do we do a contextual inquiry?

Prepare and conduct field visits to work environment (where the system will be used). Observe and interview users while they work. Learn about how people do the work your system will be designed to support

Direct into Action

Provide immediate, simple fulfillment of core intents: I think of what I want, I get the solution—with no thought, no figuring, no deciding. It just happens like magic.

Sensation

Provide the user with pleasurable moments of sensual delight through color, sound, movement, and animation. Modern aesthetic design is expected by users today—add appropriate stimulation, graphics, and animation to enhance interaction and create products that evoke a smile.

Prototyping (Implement)

Realize design alternatives

The Learning Delta

Reduce the time it takes to learn the tool as close as possible to zero by building on known interaction paradigms and natural inter-actions like touch and voice. Nudge the user into use with tiny hints

What is the Interaction in HCI?

Seeing, touching, and thinking about system or product. Perceptions and anticipation before interaction. Entire experience during interaction. Savoring memory after interaction. Depends on our unique history and context.

Work Activity

Sensory, cognitive, and physical actions made by users in the course of carrying out work practice

A good concept statement

Simple to understand Active verbs High attention given per word Not just written - iterated and refined Clear and specific

Focus

Steer the conversation to meaningful topics by paying attention to what falls within project scope and ignoring things that are outside of it

Identity

Support users' sense of core self and enable them to express that sense of self in what they do and how they show up to others. Identify the core identity elements associated with the activity being supported

Work Domain

The entire context of work in the target usage environment

Communication design

The intentional creation of diagrams and pictures that communicate the data, is a necessary design step and an important skill for all UX professionals

A good designer

They never start by trying to solve the problem given to them: they start by trying to understand what the real issues are. Critical importance of developing products that fit the needs and capabilities of people

Affinity Diagram

To build the Affinity, all interpretation session notes from all users are printed on sticky notes in random order. Affinity is built from the bottom up, grouping notes into themes one at a time.

Analyze (Observation)

Understand user work and needs. Contextual Inquiry, Contextual Analysis, Extracting Requirements, Synthesizing Models

Contextual Analysis

Understanding the work context of the new system to be designed. Does not directly yield requirements or design.

Work Activity Note

Used to document a single point about a single concept topic, or issue synthesized from raw contextual data

Affinity Diagram (Work Activity)

Used to sort and organize work activity notes, pulling together similar and common themes to highlight common work patterns & shared strategies

Data Bins

User and user class information Social aspects of work practice (how people interact with and influence each other) Emotional impact and long-term phenomenological aspects Task-specific information

Evaluate (Testing)

Verify and refine interaction design

Objects (Poems)

What people are interacting with: machines, tools, furniture, etc.

Work

What people do to accomplish their goals

Mapping

When the mapping uses spatial correspondence between the layout of the controls and the devices being controlled, it is easy to determine how to use them Natural mapping - taking advantage of spatial analogies, leads to immediate understanding. For example, to move an object up, move the control up E.g. arrange the controls in the same pattern as the lights

Context

While people do their life and work activities, observe and discuss what they are doing and why. Use artifacts—the things they create or work with—to ground the interview in actual instances. Use retrospective accounts—detailed re-telling of specific events in the recent past—to learn about important events that happened outside the interview window.

4 W's

Who is affected? What is the problem? Where does it happen? Why does it matter?

Design Ideas (Work Activity)

capture them while you can by adding them as "design idea" notes, distinguishable from the work activity notes by using a different color and/or by adding them at a different angle on the wall

Interaction Design

designing the layout of the screens and the users' basic interaction with them

UX design artifacts

flow diagrams, wire-framing, and paper prototypes

Persona

effective way to characterize users for people who did not go on field visits

Requirements

first span of bridge between analysis & design

The Sequence model

lists the detailed steps the user took to accomplish a task. Multiple sequence models may be captured.

The Collaboration model

shows each collaboration event discovered during the interview, including who interacted with whom to achieve what and what was shared, done or discussed.

The Identity model

shows the different observations of sources of pride, self-esteem, and value that emerged during the interview. As the team sees these observations cluster they may start to come up with names for coherent identity elements that are relevant to the project focus.

The Day in the Life model

shows the different places in the user's life, the activities undertaken in that place, the devices which support the activities, and the content accessed there.

The Relationship model

shows the important relationships in the user's life as it relates to the target activity—it's a cleaned up version of the model captured in the interview.

Questions (Work Activity)

to be answered by the team or by further data collection; add as "question" note in a different color or orientation

The goal of interaction design

to enhance people's understanding of what can be done, what is happening, and what has just occurred.

Major user experience research methods

user interviews, surveys, contextual analysis, diary studies, storyboarding, experience design, persona development, task description, sketching, video scenarios, use cases, competitive analysis, and evaluations

Discoverability

whether people can figure out what actions are possible and whether and howto perform them

Understanding

whether people can figure out what the controls and settings do and how the product is supposed to be used


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