HCI Final
Current Situation
Describes the current work practice
Brainstorming
spontaneous design involving rapidly creating as many annotated sketches as possible
phenomenology
the philosophical examination of the foundations of experience and action
Contextual Analysis
Systematic analysis of contextual user work activity data to fully understand work context for the new system
Usage Scenarios
Narrative about specific people performing work activities in the existing work context. Includes their needs, goals, concerns.
Lifecycle Tradeoffs
No Clear-cut boundaries Overall goal should be to minimize risk Process should be chosen based on complexity of interaction and work domain
Work
Usage activities to achieve goals within the domain
Physical Mockups
Used as 3D sketches in the design development process
Storyboards
Sequence of visual frames showing interplay between the user and the envisioned system. Include thought bubbles, dialogue, captions, sketches of screens
Ecological Perspective
Focus on how the system works with its environment/context. Conceptual design indicates the system as a black box with inflow and outflow of actions
UX: Attractiveness
How visually appealing the interface is
UX: Memorability
How well a returning user can recall the interface
UX: Robustness
How well are the users supported when they make errors
Step by Step Task Interaction Model
Direct, detailed description of the sequence of events that users execute. Less story-oriented/personal than the usage scenarios.
Usability
ensuring HCI is efficient, effective, and satisfying for users, has more to do with function than emotion
Designing with personas
Focus on designing for just one person. The goal is to make the primary persona very happy and the rest of the candidate personas not unhappy
Interaction Perspective
Focus on how users operate the system, task, actions and intention. Conceptual design presents itself as a vision of how the user operates the system
Work Practice
How people do their work: activities, protocols, customs, traditions
User Personas
Hypothetical archetype of a specific user, built up from contextual data. Includes: Name Personality Work role Hobbies Interests Personality
Importance of UX in SE
Full interaction design is necessary so that all teams know what the user wants and needs
Usefulness
The extent to which a product enables the user to achieve their goals/accomplish tasks in their work context.
Usage models
Models used to describe how the work gets done
Hierarchical Task Inventory (HTI)
Overarching goal broken down into tasks and subtasks
Work activity notes
paraphrased raw contextual data from one user role, representing one idea
UX: Satisfaction
Do users enjoy the interface and results
Work roles
Duties, functions, work activities Can be direct or indirect users and internal or external to the organization
User Experience (UX)
Effects felt internally by users based on usability, usefulness, and emotional impact
Design-thinking Paradigm
Emphasis on interaction is making meaning and emotional aspects. Focus on phenomenology, joy, fun, aesthetics
Mental Model
Explanation of someone's thought process about how something works in the real world
Metaphors
Analogies for communicating the unfamiliar using something familiar to the user
UX Lifecycle
Analyze Design Prototype Evaluate
Requirements extraction and creation of DIMs
Bridging activities between Contextual inquiry/analysis and design
UX: Error Prevention
Constrains imposed to prevent the user from making mistakes
Analysis
Contextual Inquiry Contextual analysis Requirements Extraction Creating Design Informing Models
Design Perspectives:
Ecological, Interaction, Emotional
Idea Creation
(aka "Go" mode) Radical brainstorming in which designers are encouraged to think outside the box. No critiquing is allowed during this phase
Work Activity Affinity Diagram (WAAD)
A bottom-up hierarchical organization of the work activity notes into categories and subcategories
Ideation
Active, fast-moving, iterative, collaborative group process for forming design ideas
WAAD Walkthrough
Add: Design ideas, notes about holes in the data, questions
Design Informing Models (DIM)
Artifacts that drive, inform, and inspire design Can be models of the current system or the envisioned system
Flow Model
Big-picture diagram of the work domain, showing connections between work roles and artifacts. Includes barriers
Designing Activities
Brainstorming, sketching, reviewing, prototyping, storyboards, wireframes
Rationale
Can be included in requirements statements if additional justification is necessary
Affordances
Characteristics of UI objects/features that help users to perform tasks
Work activity data
Collected through the interview/observation practice: Notes Recordings Photos Screenshots On the fly sketches and diagrams Work artifacts
UX-SE Success Components
Coordination, collaboration/communication, dependency, constraint enforcement, synchronization *Collaborative, parallel processes*
Prototyping
Creation of low, medium, and high-fidelity models of the designs
User Models
Define who the users are: work roles, sub-roles, user classes, definitions, personas: Work Roles User Classes Social Models User Personas
Envisioned Situation
Describes future work practice upon implementing the new system
Social Models
Describes the general social environment in which the system is used: philosophy, ambiance, behavioral norms, feelings, attitudes, influences Icons of major social groups Thought clouds for concerns and perspectives Arcs to show the relationship between entities
User classes
Description of relevant characteristics of people who take on a specific work role
Engineering Paradigm
Design of the machine for optimum human performance, focus on functionality
Contextual Inquiry
Gathering detailed descriptions of the user's current work practice through interviews and observation
Candidate Persona
Group of personas considered to be the primary persona, who embody user classes and aim towards the system's primary goals
Functional Affordance
Helps the user to actually perform their work. Ex: The sort button in an Excel sheet must actually work
Physical affordance
Helps users do something physically. Ex: Chain pull toilet flusher
Sensory Affordance
Helps users sense or perceive something using sight, touch, or sound. Ex: Braille writing on a bathroom sign
Cognitive Affordance
Helps users think, learn, know. Ex: Labels on faucet handles
UX: Efficiency
How easily the users can perform tasks
Scenarios in conceptual design
Informally describe key usage situations at a high-level
Requirements
Interaction design requirements Explicitly connect CA and design
Knowledge in the world
Knowledge accessed by users when interacting with a new system: work context, usage manual, mental models of other systems, information from other users
Deductive Reasoning
Logic is used for requirements extraction from work activity notes
Requirement Structure
Major Feature/Category 2nd level category (Optional) Requirement statement with WAAD Node ID Rationale (Optional) Implied Functional Requirement Note
Locus of Influence
Measure of influence or authority a role has in an organization
Artifact model
Posters with information about each artifact, used to show how tangible elements in the environment add to the workflow
Barriers
Problems that interfere with normal user operations Represented with a lightning bolt in all models
Sketching
Rapid generation of freehand drawings to express preliminary designs. Expanding ideas, not refining ideas
Evaluation
Refining interaction design (rigorous and rapid techniques)
"Rich and sticky" personas
Rich: detailed, relevant, believable, with personality Sticky: not just in meetings- make physical manifestations of the persona
Usability Analyst Role
Role that verifies and refines interaction design
Work Domain
The complete context of work and work practice in the target usage environment
Designer's mental model
The designer's conceptualization of the envisioned system: What it is How it works How it is organized
User Interface
The means by which the human and computer system interact
Primary Persona
The single person the system is designed for. Conflicts are always resolved in favor of the primary persona
Human-Computer Interaction (HCI)
The study of designing effective interactive systems for human use
Interviews
Used to understand the current user practice: Ask why, encourage elaboration, ask about specific instances of use
User's mental model
User's internal explanation of how the system works, usually by cause-and-effect relationships, partial explanation of how the system works
Observations
Witnessing current user practice, notes should be taken and artifacts collected
System Concept Statement
concise, descriptive, specific summary of the envisioned system mission. Includes: System Name Users System functions Emotional Impact goals
Emotional Impact
coolness, fun, aesthetics, elegance, identity, safety, pride of ownership- may not be necessary for more serious or complex work domains
Interaction Design
designing interaction (shared action between the system and the user) to satisfy the majority of users- "disappearing" technology
Iteration
repetition and review of the process -> early and often
Ethnography
the scientific description of the customs of individual people and cultures
Critiquing
(aka "Stop" mode) Review and judgement of designs. Keep separate from the idea creation phase
Design Sketches v. Low-Fidelity Prototype
Design sketch: find design solutions, *get the right design* Low-fidelity prototype: Goal is to refine the given design, *get the design right*
Work artifacts
Samples of objects used by the user: forms, paperwork, etc
Design Paradigms
Three waves/perspectives on design: Engineering, Human Information Processing (HIP), Design-thinking
Differences Between UX and SE Goals
1. Code vs Design Quality 2. Technological Constraints vs User satisfaction 3. Functional vs User Requirements
Physical model
Diagram with physical dimensions of the workspace, equipment, and their interaction. Captures roles, activities, and artifacts in the physical setting.
Emotional Perspective
Focus on aesthetics and emotional impact of use, as well as social and cultural implications
Conceptual Design
High-level conceptualization of the system representing the designer's mental model
Human-Information Processing Paradigm
Treat human minds as information processors to understand and model interactions with machines
Challenges of Connecting SE and UX
UX design needs the functional core to work Combining processes in series is very inefficient Can be high risk integrating the two in complex work domains
Components of user experience
Usability and accessibility: HOW Content strategy: management of content Information architecture: structural design of shared environments Functionality: (WHAT) features Platform: hardware User Interface
Knowledge in the head
Used for experience users with a system: Previous experience (with or without the machine), expertise
Work Environment Models
Used to capture how related work environment factors affect tasks in real life
Design
Using requirements to brainstorm, model, and prototype a proposed system: Design Ideation and Sketching Models Storyboards Can have a general definition or a more specific one (the one above)
Requirements Extraction
Walkthrough WAAD Deductively infer requirements from work activity notes Categorize requirements Extrapolate requirements from usage statements
design thinking
discipline with the goal of creating a profound and satisfying UX Blends art, craft, science, invention, innovation