CS185 FINALLLLLLLL YAY

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Types of Low fidelity prototyping (L8)

Sketching & Storyboarding (GR2) Paper prototyping Wizard of Oz prototyping Video prototyping

Balance: Golden Ratio (L9)

Two quantities are in the golden ratio if their ratio is the same as the ratio of their sum to the larger of the two quantities. (a+b)/a =(a/b) Examples of quantities: White space, typography, color

Null Hypothesis (L12)

Typically states that there is no difference between experimental treatments Example: There are no detectable differences in typing speed between the QWERTY and DVORAK keyboard layouts

Interface Evaluation Methods (L11)

UI Inspection Usability Testing Formal user testing

Visual Design Principles in UX: Visual Hierarchy (L9)

Visual hierarchy is helping the user's eye move across the screen in a way you want it to Implemented with changes in scale, color, words, spacing, position

Task Analysis: Types of knowledge (L4)

Task analysis gathers both declarative and procedural knowledge Declarative: - objects and relationship Procedural: - Goals and subgoals - Task sequences to achieve goals/subgoals - Dependencies and constraints

When to use Participant Observation? (L2)

When the user's context is important, i.e., their environment matters to what you're trying to learn

When to stop iterating? (L2)

When you are satisfied When you run out of time or resources When usability goals are met* *This is the best approach

UI Inspection: Cognitive Walkthrough Four Questions (L11)

Will the user try and achieve the right outcome? Will the user notice that the correct action is available to them? Will the user associate the correct action with the outcome they expect to achieve? If the correct action is performed; will the user see that progress is being made towards their intended outcome?

Natural Mapping (L7)

takes advantage of physical analogies and cultural standards for immediate understanding speak the user's language and follow real world conventions behavioral similarity

Levels (L12)

values an IV can assume

Random variables (L12)

variables whose values are determined by chance (participants prior experience playing Beat Saber,etc.)

Rule 3: Informative feedback (L7)

- All user actions should have appropriate and informative feedback - For frequent actions, it should be modest, peripheral - For infrequent actions, it should be more substantial

Advtanges of WoZ prototyping

- FInd out if the system is worth building before building it - Test interactions before building - Makes prototypes interactive without writing code - Find out kinds of problems people will have trying to accomplish tasks - Investigate the form of the proposed design - Enables rapid iterations

Principles of UI design by Wilfren Hansen (L7)

- Know thy user - Minimize memorization - Optimize oeprations - Engineer for errors

Rule 1: Consistency (L7)

- Similar things should look and act similarly - Different things should look different - Internal consistency: within your app (terminology, symbols) - External consistency: with other apps (design patterns) *Sometimes inconsistency is desired for getting attention for dangerous operations

Why don't we use the waterfall model in HCI? (L2)

- Users are not involved until the end - If a bad UI is released, users may not give it a second chance - UI iteration can modify design requirements and require major fixes - First version of UI Is likely wrong

Formal User Testing + Reasons for it (L11)

A scientific experiment to prove a hypothesis or answer a research question rigorously You are trying to prove rigorously with empirical data that a design is better than others

UI Inspection: Heuristic Evaluation (L11)

A small set of 3-5 evaluators examine the interface (so that every evaluator doesn't find every problem) They independently check compliance with a set of design & usability principles (e.g., how easy is it to prevent errors?) Different evaluators find different problems

Rule 5: Prevent user error (L7)

Create UI that makes it difficult to make errors Detect error and notify user Provide options for handling the error

Designing Study Tasks for Usability Tests(DOs and DONTs) (L11)

DO: provide content for the scenarios DONT: give away the answers artificial subtasks

Action Theory (seven stages of action) (L10)

Forming the target Forming the intention Specifying an action Executing the action Perceiving the state of the world Interpreting the state of the world Evaluating the Outcome

Types of Interfaces (L9)

GUI (graphical user interface).- rely on sense of sight, recognition, recall CLI (command line interface) - rely on recall TUI & Touch - rely on touch, sight, recognition, recall Gesture & Speech - rely on speech and sound, body motion & sight Spatial Interfaces (VR, AR) - rely on body and motion

Usability Test (L11)

Give participants tasks and watch them as they try to perform them with your prototype Observe and take notes when they succeed/fail at the task Note critical moments while using an interface that strongly impact user performance or satisfaction Have them speak out loud their thoughts Ask questions of their expectations and thought process Results are observational and primarily qualitative.

Focus Groups: Goal, When, How (L3)

Goal: To get insights into themes, patterns, and trends that are likely to come out in a group setting When: want to learn about opinions, feelings, and attitudes of a group for a specific product, brand, place. Interested in seeing how people build off of each other's thoughts. How: write an interview script (i.e., a list of questions in order) and ask the group, be flexible to allow for tangents

Diary Studies: Goal, When, How (L3)

Goal: to capture specific details of interactions when they happen - Photo diaries/screenshots/vlogs provide context of interaction - Frequency of data indicates frequency of use When: to learn about a particular activity over an extended period of time and when observation is not possible (sometimes can take months - longitudinal study with qualitative data) How: ask participants to note down what they do or file out short surveys immediately after the activity - Participants capture the experience themselves at a regular interval - Easy capture tools are important

Interviews: Goal, When, How? (L2)

Goal: to collect first hand accounts of experiences, opinions, attitudes, and perceptions When: use when you want to maximize info you get per time spent, when context is less important How: create a script with questions and follow it. Stay flexible

Fly-on-the-wall Observation: Goal, When, How? (L2)

Goal: to understand behavior in a specific place When: when you don't want to intrude or you think your participation will change their behavior How: go to the place and observe without interacting

Behavior Mapping Observation: Goal, When, How? (L2)

Goal: to understand how a place is used vs. how it was designed to be used When: when you want to study a place/space How: unobtrusive observation of behaviors (e.g. are people napping on couches)

Shadowing Observation: Goal, When, How? (L2)

Goal: when you want to learn more about how one person behaves When: use when you can interact with the person but still follow them closely without intruding How: follow along for a specific task or set of tasks

Independent Variables (IV) or Factors (L12)

The factors you are interested in studying or the possible "cause" of the change IV is independent of a participant's behavior IV is what you control or vary in an experiment Independent variables are things that experimental manipulates

Dependent Variables (DV) (L12)

The outcome or effect that you are interested in: DV is dependent on a participant's behavior or changes in IV Outcome that you measure

Hick's Law (L10)

The time it takes to make a decision increases as the number of options increase - Break complex tasks into subtasks to decrease cognitive load - Consider categorizing choices (people already do this if too many options) - Use Hick's Law when response times are critical - Keep number of options small (1-5 is a rule of thumb) - Hick's Law does not apply to complex decision making where deliberation and research are needed (e.g., searching on AirBnB, choosing menu item at a fancy restaurant)

Wizard of Oz Prototype (L8)

The user thinks they are interacting with a computer, but a developer is responding to output rather than the system.

Visual Design Principles in UX: Gestalt Principles (L9)

Things that are closer together will get perceived as part of the same group (important when designing forms Principles: Closure: Even incomplete objects are perceived as whole Symmetry and Order: Objects are perceived as symmetrical and forming around a center point Continuity: Elements present in a line or curve are perceived to be related as opposed to elements not present in a line or curve Use white space for grouping, instead of lines

Scientific Method Steps (L12)

Form hypothesis Collect data Analyze data Accept or reject hypothesis

Rule 2: Seek universal usability (L7)

- Responsive design - Flexible design for diverse users - Accessible - Avoid jargon

Elements of Visual Design (L9)

- Line - shape - Negative/White Space - Volume - Value - Colour - Texture

When does observation not work? (L2)

- Longitudinal behavior - Sporadic behavior - Need large number of participants

Design Process Stages (L1)

1. Needfinding (finding a problem) - Observe people - Understand problem - Define constraints 2. Ideating (brainstorming) - Create lists of solutions 3. Prototyping (Low and high fidelity) - Low-fi - Digital - App 4. Evaluating (User testing) - user evaluations

8 golden rules of interface design (L7)

1. Strive for consistency 2. Cater to universal usability 3. Offer informative feedback 4. Design dialogs to yield closure 5. Prevent errors 6. Permit easy reversal of actions 7. Reduce short-term memory load 8. Keep users in control

Which technique when? 1. General public's perception on fake news 2. Mood at 8 pm on Fridays 3. Learn how senior citizens use messaging apps 4. Detailed accounts of a music band and their practice of creating music

1. Survey 2. Experience sampling 3. Contextual inquiry/direct observation 4. Ethnography

10 Usability Heuristics for User Interface Design (L7)

1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recover from errors 10. Help and documentation

80/20 rule of Pareto principle (L10)

A high percentage of effects in any large system are caused by a low percentage of variables 80% of progress from 20% of the effort 80% of traffic on 20% of a town's roads 80% of usage from 20% of features 80% of smartphone usage is spent on 20% of the apps

Goals vs. Tasks (L4)

A task refers to any activity that is usually observable and has a start and an end point, towards a goal A goal is something a person wants to achieve. Ex: opening a bank account is a GOAL. This has multiple TASKS: choosing a bank, going to their website, locating the signup form, choosing the type of account. Each task can have several subtasks (e.g. choosing a bank can have subtasks reading reviews, asking friends, looking at bank websites) When we observe/interview users, our job is to learn bout their goals and related tasks.

AEIOU - Observation Framework (L2)

Activities - Goal-directed actions, activities, and processes Environments - Personal or shared workspaces or common areas Interactions - Between people and objects Objects - Things people have in their environment and use in their activities Users - The people you're observing

Rule 6: Allow for easy reversal (L7)

All actions should be reversible Provide back/undo buttons Help recover from error

Rule 4: Closure (L7)

All users actions should have a beginning, middle, and end -> leads to satisfaction Small scale (download progress bar) Large scale (shopping cart checkout)

Visual Design Principles in UX: Balance (L9)

Arrangement of elements on the screen that is aesthetically pleasing asymmetry = dynamic and engaging symmetry = static and quiet(stability) Balance both mass(quantity of nonwhite pixels) and extent (area covered by those pixels)

Chunking (L10)

Breaking up content into smaller units to make it easier to process and remember

CS vs. HCI (L1)

CS is about making computers fast, secure, intelligent, cheap HCI is about making computers useable and useful

Miller's Law of Short-Term Memory Load (L10)

Capacity of short term memory is limited to 7 +- 2 items of information

Participant Observation Goal? (L2)

Carefully looking, listening, and thinking about what you're seeing and hearing, so you can pick out significant details.

Types of Task Analysis (L4)

Cognitive Tasks Analysis - Focused on understanding tasks that require decision making, problem solving, memory, attention, and judgement Hierarchical Tasks Analysis - Focused on decomposing high level tasks into subtasks

Why Usability test? (L11)

Collecting empirical data from non-experts Less biased since subjects are not on design team Usability test is more accurate but takes longer/ have to interpret

Contextual Inquiry: Goal, When, How (L3)

Combines both observation and self-reports (interviews) Goal: to study behavior in context and understand how context impacts interactions When: use when not worried about biases introduced by observation and discussion How: define tasks you want user to do, conduct session in place/time where task would normally be done, don't interrupt user while doing tasks but ask them to think aloud, ask questions afterwards. You're not just observing or just talking (interview) but doing both without leading the interaction. Ex: tasks being done in context. User explains what they are doing. You (researcher) offers an interpretation. User agrees or corrects interpretation.

What is design? (L1)

Design is about making useful and usable things for people

Gulfs (Measures of how easily someone can....) (L10)

Determine how a device works and what it can do Determine mapping from intention to action (doing) Do what they want to do using the device/ interface Tell the state of the system and whether that's the state they expected/wanted Determine mapping from state to interpretation (understanding)

Choosing Colors(Rule of 60-30-10) & how to choose colors (L9)

Dominant color - 60% Secondary - 30% Third color - 10% Match expectations: red may be used for stop, green for go Copy colors from good interfaces Use a photo of a natural scene to pick colors from Pick 1-2 colors (low saturation) and shades of gray Online tools for color schemes

Between-subjects Design (L12)

Each participant experiences only one condition of an IV Required more participants Avoids possible confounds (no carryover effects) High variance in data due to inter-participant variability Ex: Participants type a paragraph of text using either qwerty or dvorak, but not both

Good interfaces (L1)

Enable easy interaction Connect user action with feedback Solve real problems Provide information Can make hard things easy

UI Inspection: Cognitive Walkthrough Process (L11)

Evaluation is performed by an expert, such as someone on the design team The expert identifies a user goal and list of tasks to accomplish that goal. They work through the tasks, asking themselves 4 questions from the perspective of the user

ESM (L3)

Experience Sampling Method Psychometric and open-ended questions "How are you feeling now?"

A prototype promotes (3 things)... (L8)

Feel - What might something look like? Implementation - How might it work? Interaction - What might the experience be like?

How to do participant observation? (L2)

Hanging out, spending time with subjects Participating in the activities they are doing Experience their context and/or culture Form connections Empathize with the people and things that are important to them

Heuristics Evaluation vs User Testing (L11)

Heuristics evaluation often faster HE results come pre-interpreted (ref: 10 Usability Heuristics) User testing is more accurate: real users and may find problems HE misses Valuable - don't waste participants as good ones are hard to get •

Gulf of Execution (see diagram on doc) (L10)

How do you do X? The difference between the user's intentions and allowable actions

Gulf of Evaluation (L10)

How do you know X? The amount of effort that the person must exert to interpret the physical state of the system and to determine how well their expectations and interpretations have been met

Visual Design Principles in UX: Contrast (L9)

Juxtaposition of visually dissimilar elements to convey that they are different

Control variables (L12)

Kept consistent during a study

What is Usability? (L1)

Key attribute of an interface Determines how well a user is able to use a system to accomplish their tasks

Task Analysis Importance (L4)

Knowing tasks helps identify what your solution needs to support (e.g. do you need to save a user profile or not) Can help find the simplest, most efficient way to accomplish them

Recognition over recall (L7)

Minimize the user's memory load by making objects, actions, and options visible.

HCI makes tech usable with the design of... (L1)

New forms of interaction

User-engaged methods (L2)

Participant Observation Interviews Contextual Inquiry (Combines observations + self-reports)

Interfaces allow.... (L1)

People to accomplish tasks

Hypothesis (L12)

Precise problem statement that can be tested with an empirical investigation

Survey (L3)

Predetermined set of questions given to a group of people Attitude, behavior, perception Comparison between different groups

Design Principles vs. Guidelines (L7)

Principles: overarching, more widely applicable, longer lasting than guidelines, used to develop theories Guidelines: best practices, change with devices, can be too specific or wrong at times

Diminishing returns of Heuristic Evaluation (L11)

Single evaluator only finds 35% of the problems 5 evaluators find 75% of the problems

When to use confirmation dialogs (L7)

Rare, catastrophic events else it becomes habit to press OK

Visual Design Principles in UX (Name them) (L9)

Scale - size relative to other things Balance - equally distributes visual signal on both sides of an imaginary axis Contrast- Visual Hierarchy - guiding of the eye on that page so that it attends to design elements in the order of their importance Gestalt Principles

Disadvantages of WoZ prototyping (L8)

Significant training of the wizard to appear credible Consistency across sessions is difficult to maintain Need to act as a computer would behave and not as a human Time consuming and exhausting Does not uncover system performance and other errors Some interactions cannot be simulated

Choosing Fonts (L9)

Simplicity & Contrast No more than 2-3 typefaces Use size, weight, style, hue to establish essential contrasts 4-5 fonts should be enough

How to start? (L1)

Start with the problem, not the idea. Creativity comes from constraints.

Visibility (L7)

Status and methods of use should be clearly visible to enhance usability Use things like breadcrumbs (Travel > Guides > North America) , tabs Modes should be visible (caps lock on)

Ethnography (L3)

Study of culture and people via "fieldwork" Very few cases, or even one, in great detail Often for a long period

3 Models in UI Design (L10)

System model (implementation model) - how the system actually works Interface model (manifest model) - the model the interface presents to the user User mental model (conceptual model) - how the user thinks the system works Mismatch between the models should exist to some degree Conceptual Model Mismatch leads to impact on performance, frustration, errors

UI Inspection: Severity Ratings (L11)

Used to allocate resources to fix problems Combination of frequency, impact, and persistence Severity Ratings 0- not a problem 1- Usability blemish. Mild annoyance. 2-Minor usability problem. Annoying, misleading, unclear, confusing. May occur only once. 3- Major usability problem. Prevents users from completing tasks. 4- Critical usability problem. Users will not be able to accomplish their goals.

When to use Diary Studies? (L3)

Useful for understanding long-term behaviors such as: - Habits (what time of day person does X) - Usage scenarios (in what context does person engage with Y) - Attitudes and motivations (what makes a person do Z)

Interaction is enabled by..... (L1)

User interfaces

What is an interface? (L1)

User-facing layer that allows them to interact with computers Interaction part of HCI design Can be software and/or hardware Allow people to do things

Rule 8: Keep users in control (L7)

Users like to feel in control, should initiate actions System should be predictable Tradeoff between transparency and intelligence of the system

Visual Design Principles in UX: Scale (L9)

Using size to indicate importance (usually bigger = more important)

UI Inspection (what it is and the two types) (L11)

Usually done by experts in a systematic manner Done because using study participants takes time, money, and effort Helps identify obvious problems while more subtle ones discovered later with users Two types of inspection: heuristic evaluation, cognitive walkthrough

What to observe? (L2)

What do people do now? (hacks) What goals do people have? (e.g. shopping list prevents them from buying random items) Similarities and differences across people and other types of context, like time of day, interaction modality, device usage

Questions to avoid during interviews (L2)

Yes/no questions like "Would your ultimate coffee shop serve this type of coffee?" What would they do/like/want in hypothetical scenarios How often do they do things How much they like things on an absolute scale What would you like in a website making tool? (user doesn't know)

Ethical considerations in human subjects research (L11)

You have the responsibility to aleviate and mitigate immediate and potential harm Make the test voluntary with informed consent, stress that you are testing the system not them, store data in an anonymous database,etc.


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