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Logical sequence of production

Ideation and sketches Conceptual design Intermediate design Detailed design Design refinement

Activities

Ideation and sketching Conceptual design Intermediate design Detailed design Design refinement

Production steps

Ideation and sketching -> sketches -> fast and cheap Conceptual design -> storyboards -> weigh feasibility -> low fidelity Intermediate design -> wireframes -> medium fidelity -> drill design choices Detailed design -> full spec -> high fidelity -> decide final design dets Design refinement -> sort minor glitches -> improve consistency, heuristics etc etc

Think Aloud process

Identify represenative users identify representative tasks ask user to interact and think aloud develop notation scheme for documenting their interaction

T prototype

Most ui is overview Horizonal T bar But some features are depth vertical t bar nice combination

Rapid Evaluation

Much quicker and cheaper than rigorous, and less formal Doesn't give reliable data

Evaluation Analysis

Need to prioritise what problems need fixing Needs cost, priority, and how to fix

Ethical issues

Universal design -> ie usable by all Accessibility -> different users/ languages Ease of use Trust Cost justification

Use of GOMS

Use it to break down to primitive actions then use KLM to estimate time required

What is rigorous evaluation

Formal process - protocols and rules Reliablity in data gathering - control of experimental conditions

Formative

Formative evaluation is generally any evaluation that takes place before or during a project's implementation with the aim of improving the project's design and performance. informal - > suggestions

4 innovations

Functional, emotional, process, experience: done, pays, works, feels

Interactional perspective

How users interact with technology Relationships between intentions and tasks where users and tech come together

Depth prototype

Few features but more detailed Realistic but sliced

Feedback

Easy to navigate

Metrics for evaluation report

Effectiveness ratios (task based) Efficiency ratios (task based) Feedback (likert) Learnability (task based) frequency (development cycle)

Locus of control

Experienced users want to feel in control

Usability inspection

Expert assesses the UI No user interactions, based entirely on testers knowledge. Good in early stages

Design thinking defin

"The conception and realisation of new things" Language of modelling Material culture The arts of planning, inventing, making and doing.

Likert rating scale

1 Strongly disagree disagree somewhat disagree neither agree nor disagree somewhat agree agree strongly agree

Emotional perspective

About aesthetics and joy of use About emotional impact

Prototyping

Allows for a more realistic product experience

Benefits and downs of high fidelity prototype

Allows for formal evaluation expensive, takes long time still less expensive than making actual product useful for marketing and raising capital

How to experience high fidelity prototypes

Alpha and beta tests

Cognitive walkthrough

Bases on task analysis 4 questions: selection, visibility, labelling, feedback - Will the user try to achieve the right effect? (selection) - Will the user notice that the action is available? (visibility) - Will the user associate the correct action with the effect to be achieved? (labelling) - Will the user see that progress is being made toward solution of the task? (feedback)

UX Design thinking

Combination of Functional innovation emotional innovation process innovation experience innovation

Constraints of design process

Customer challenges: appectance - change management User challenges - Learning - usefulness - satisfaction - resistance to change Product challenges - development platforms - work contextualisation - domain contextualisation Market challenges - segmentation - time to market

Scenario based evaluation

Description of an interaction between a user and a system Text based stories used early one

Design product cycle

Design -> prototype -> evaluate -> analyse

Artefacts

Design ideas Design candidates Design forerunner Complete specification

Design line

Design thinking -> conceptual design -> design production

GOMS Evaluation

Goals, operations, Methods and Selection rules Break an action up Goal: delete a file Operations: Click, move Methods: Drag mouse, right clikc, delete Selection rules: Delete with mouse or keyboard

Formative Evaluation

Helps form design Diagnostics Internal "Cook tastes the soup" informal Collects qualitive data aim is improving

Summative evaulation

Helps sum up design Assessment External (to designer) "Guests taste the soup" formal collects quantative data aim is benchmarking

Heuristic Evaluation

Heuristic is a simplified, abstracted design guideline

Prototype fidelity

How finished a prototype is perceived to be

Ecological perspective

How technology is used in context How people and tech as part of environment

Rapid evaluation

Inaccurate cheap low-risk

Local prototype

Just one feature

KLM Evaluation (RIGOROUS)

Keystroke level model Breaks user interactions into elementary set of actions eg key presses Can be used to calculation the time required to perform an action

Wizard of Oz

Lab based where someone is controlling behind the scenes

What is rapid evaluation

Less formal Data gathering can be inconsistent

Breath prototype

Lows of features, all low detail Good overview but unrealistic

Efficiency ratios

Mean clicks per task Mean time per task page views

Design thinking

Model of thinking is constructive versus analytic

Low-fidelity prototype

Not a good representation of how the details will actually look, feel or behave Gives a high level, more abstract impression of intended design Inexpensive, can be done fast

Frequency

Number of unique issues

Usability inspection problems

One cannot inspect UI, but can check against UX principles. Not a complete substitute but can help immature designs Need 2-3 designers

Types of low fidelity prototypes

Paper-based storyboards wireframes physical mockups

High fidelity prototypes

Partial implementations quasi executable includes detail of appearance and interaction behaviour users can see complete design

Guerilla usability testing

Picking up people in public spaces and quickly filming them whilst they use the product

Rigorous evaluation

Precise Costly High-risk

CLC Evaluation for gestures

Predictive model for estimating pen gestures Three segments (Curves, line segments corners Works for hand gestures too

Design walk through

Process -> explore design on behalf of users Evaluation done by going through for flows

Design paradigms

Process-centred design - eg waterfall user centered design Participatory design - shift design to be center for user Generative design - design infinite solutions Meta-design - allows users to use tech?

Medium-fidelity prototypes

Provide significant level of detail about layout, UI and interactions costlier, take more time allow evaluating product details Usually made with wireframes

Usability inspection process

Select experts Submit design Inspectors check the design against their criteria Inspectors report and make recommendations

Heuristic Evaluation process

Select team 2-3 Select list of heuristics Each inspector browses and notes Then discuss as a team

Questionaires

Self reporting and post-task/post-session Used to assess user satisfaction Cheap and easy to administer Hard to produce valuable data

Tools

Sketches Storyboards Illustrated scenarios and wireframes Annotated wireframes

Shneiderman's heuristic

Strive for consistency Enable frequent users to use shortcuts offer informative feedback Design dialog to yield closure simple error handling permit easy reversal suport internal locus OF CONTROL Reduce short term memory load

Think Aloud protocol

Subject talks about what they're doing as the tester observes

Summative

Summative assessment (or summative evaluation) refers to the assessment of participants where the focus is on the outcome of a program. This contrasts with formative assessment, which summarizes the participants development at a particular time. formal -> statistical testing

Effectiveness ratios

Task based Success ratio, user errors, abandonment error, time out ratios

Criteria to select evaluation method

Time, cost constraints

Evaluation criteria

Time, cost, level of detail required

How to experience medium fidelity prototypes

Trials or think aloud exercises

USE Questionaire

Usefulness, satisfaction, ease of use

Perception

User's opinion about product

Nielsen's Heuristics

Visibility of system status Match between system and real world - eg make information natural user control and freedom consistency and standards error prevention recogition over recall flexibility and efficeny of use Aestheic and minimalist design Help users recognise, diagnose and recover from errors Help and documentation

How to experience low-fidelity prototypes

Walkthroughs or "theatre"

Formal evaluation

When you evaluate the design using a strict set of rules and processes, under strict conditions

Formative vs summative

formative used to gather information for the designer to inform current summative is gathered at end to improve

5 competencies

information architexture - business rules interaction design -> tsk context -> task flow Usability -> performance Visual design Prototyping

Rigorous evaluation

thorough testing using formal process and tools Gives reliable data


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