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Nestan Gujejiani DIS bachelor Deutsch 83 Karten

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  1. 1What is the CMN Model? How many processors?Allows estimating reaction times and memory performance
    1. Perceptual processor
    2. Cognitive processor
    3. Motor processor
  2. 2Fitt's Law Goal and formulaGoal: predict time to press buttons as function of distance and size
    Formula: I_D = log_2 (2*D / W)
    Shannon's: I_pos = a + b * log_2 (D/W + 1)
    a, b depending on device
  3. 3List and explain all of the Gestalt Laws1. Good shape
    2. Proximity
    3. Closure
    4. Common Region
    5. Similarity
    6. Continuity
    7. Experience
    8. Common Fate
  4. 4What's the Information content in UIs?Measures the information capacity, representation of how complex a UI is going to be;
    Measures the freedom of choice
  5. 5Gestalt: Good shapePerception has tendency towards remembering things as "good"/clear/simple shapes
  6. 6Gestalt: ProximityObjects near each other are perceived as a group
  7. 7Gestalt: ClosureClosed lines appear as shapes, and thus as belonging together
  8. 8Gestalt: Common RegionObjects in a bounded area or region appear as belonging together
  9. 9Gestalt: SimilaritySimilar shapes appear as belonging together
  10. 10Gestalt: ContinuityContinous shapes appear as belonging together
  11. 11Gestalt: ExperienceWe tend to "file" new things into already known categories
  12. 12Gestalt: Common FateAnimated objects within a static environment appear as group
    => synchronous animation groups the items
  13. 13Pros/cons for Analog vs. DigitalAnalog: + quick estimate possible
    +easy to detect trends
    - reading time increases linearly with number of significant digits
    Digital: + reading time ~ constant up to 3-4 digits
    - hard to estimate quickly
    - trends hard to detect
  14. 14AffordanceDetermines what action is possible;
    Relationship between the properties of an object and the capabilities of the agent that determine just how the object could possibly be used
  15. 15SignifierCommunicates where the action should take place;
    Indicating what is to be acted upon (perceived affordances);
    Signals, labels, drawings placed in the world, such as the signs labeled "push", "pull" or "exit" etc.
  16. 16False AffordancesSuggest actions that are not actually possible
  17. 17Accidental affordancesAffordances unintended by designers
    -> People sitting on suitcases
    -> empty bottles on railings
  18. 18Misleading signifiersWhen a signifier does not suggest the right action
  19. 19Conceptual Model (scheme)Conceptual Model (scheme)
  20. 20What is Conceptual Model?Humans form a conceptual model of how something works when they encounter it;
    CMs are mental models of things:
    -> of ourselves, others, the environment...
    -> formed through experience training, instruction
  21. 21What are Mappings? Natural Mappings?Relationships between controls, actions and intended results;
    Good mappings are natural,
    Advantage: understand immediately,
    easily to remember,
    better ease-of-use
  22. 22What kind of Mappings are there?1. Spacial Analogies
    2. Perceptual Analogies
    3. Biological and Cultural Analogies
  23. 23Mapping: Spacial AnalogiesArrange controls in the same way what their real-world counterparts are arranged
  24. 24Mapping: Perceptual AnalogiesThe UI element (input/control or output/display) is an imitation of the device itself
  25. 25Mapping: Biological and Cultural AnalogiesClassifying physical measurements, dimensions;
    Rising level="more", falling level="less";
    Order from top to bottom
  26. 26Relation: Mappings & Conceptual ModelTo remember how mappings work, we develop conceptual models
  27. 27What are Constraints?Limit the way in which an object can be used
    Provide users for the proper use of action in new situations
    GOAL: To avoid usage errors, minimize the information to be remembered
  28. 28What kind of Constraints? Explain1. Physical
    2. Semantic
    3. Logical
    4. Cultural
  29. 29Forcing FunctionsExtreme physical constrains;
    Can help to avoid errors
  30. 30Draw The Seven Stages of ActionDraw The Seven Stages of Action
  31. 31Where can the Gulfs of Execution occur?World -> Perceive
    Perceive -> Interpret
    Interpret -> Compare
    Goal -> Plan
    Plan -> Specify
    Specify -> Perform
  32. 32List and explain Three Levels of Processing1. Visceral: -fast, completely subconscious
    -not exactly 'emotions' more like hard-coded responses
    -e.g. feeling of warmth, happiness when sunny
    2. Behavioral: -mostly subconscious, fast, lower level
    -"learned responses"
    -e.g. sports, walking etc.
    3. Reflective: -conscious thinking about events
    -slow, deep thinking
    -highest level of emotions
    -e.g. guilt, pride, blame etc.
  33. 33Two types of Knowledge1. Declarative: facts, rules ("what")
    2. Procedural ("how")
  34. 34Feedbackcommuncates to the user the current system state, success or failure of actions, and results of actions
  35. 35Good feedbackimmediate
    informative and clear
    the right amount
    prioritized
  36. 36Feedforwardis to execution as feedback is to evaluation;
    Information that helps you know what you can do
  37. 37Mistakesresults of conscious decision/thinking
    REASONS: -wrong goal
    -wrong plan
    -leaping to wrong conclusions
    -false causalities
  38. 38What kind of Mistakes?1. Memory-lapse: memory fails during goal-setting, planning, or evaluation.
    2. Knowledge-based: wrong evaluation of the situation because of incomplete knowledge.
    3. Rule-based: correct evaluation of the situation but wrong course of action.
  39. 39SlipsMost everyday errors;
    Small things going wrong;
    Goal formed, but execution messed up
  40. 40What kind of Slips?1. Action-based: the wrong actions performed.
    2. Memory-lapse: memory fails, and the intended action is not done or its results not evaluated.
    3. Capture Slips: two action sequences with similar initial but different later sequences.
    4. Description-similarity Slip: Intention not described in enough detail, fitting two different action sequences;
    Often occurs - if similar objects are physically close to each other
  41. 41How to design for errors?Assume all possible errors will be made;
    Minimize the chance of errors occurring;
    Make them easy to detect;
    Make them easy to reverse (undo)
  42. 42List and explain the Four Basic Design Principles1. Proximity: elements that are close to each other are perceived as more related
    2. Alignment: creates a scene of order, harmony, and visual appeal
    3. Repetition:
    the use of similar (identical) elements
    -create visual cohesion
    -an element of unity within an interaction system
    -creates consistency
    4. Contrast:
    the use of visually different elements
    -can guide user's eye to a focal points
    -highlight important information
    -add variety
  43. 43COLORTriads - create vibrant & lively design;
    Split Complementary Triads
  44. 44TYPE (to knows)Never underline:
    - cuts text & makes it worse readable
    Never All-Caps:
    -hard to read
    Ether indent or space between two paragraphs. Never both!
    -Oldstyle, Modern, SlabSerif, SansSerif
  45. 45Process of Visual Design1. Identify focal point
    2. Group information
    3. Strengthen alignments
    4. Find or create repetition
    5. Create contrasts
  46. 46The CIA Cycle... -> Design -> Implement -> Analyze ->...
    -usually many iterations
    -with each:
    -> more concrete & precise design
    -> analysis on smaller ans smaller problems
    -> more detailed implementation
  47. 47DIA Cycle of NormanDIA Cycle of Norman
  48. 48The Double-Diamond Model of DesignThe Double-Diamond Model of Design
  49. 49The First Three Questions when designing1. Who are the users?
    2. What do they want to do with the system?
    3. What is the context?
  50. 50Personas"Who are the users?"
    -Precise description of hypothetical users
    -They act as stand-in for real users -> guide design decisions
    -Fictitious, but based on knowledge of real users from observations
    -Not elastic! Don't stretch user's assumed abilities instead of good design
  51. 51BrainstormingGOAL: Collect as many ideas as possible;
    No Judgement, critique or argue;
    Quantity over quality;
    Limit to 5-10 minutes
  52. 52Why Concept/Mind Mapping?To structure your brainsormed ideas
  53. 53Storyboard"what do the users want to do with the systems?"
    what? - Sequence of single images
    Why? - Describes task showing environment, user and computer;
    - At a glance overview of interaction
    When? - After describing a task
  54. 54Pros and cons of Paper Prototypes?Quick and cheap;
    Hand-drawn, no ruler, no computer;
    Pro: not detailed, so designer and user focus on important high-level UI design;
    Con: -Dialog sequence hard to convey unless I drive it myself
    - Drawing many screens is a lot of work
  55. 55Why Hardware Prototype?For systems that are hard to imagine by software alone;
    Physical interaction is important
  56. 56Wizard-Of-Oz: what and why good?Human 'wizard' simulates system response
    -> interprets user input according to an algorithm
    -> controls computer to simulate appropriate output
    -> wizard visible or hidden
    Good for:
    -Adding simulated & complex vertical functionality
    -Testing futuristic ideas
  57. 57Vertical PrototypeFew functions, but those implemented in detail;
    Testing of general ideas allowed
  58. 58Horizontal PrototypeEntire UI visible but no functionality;
    Simulating each interaction step
  59. 59Evaluation (when, why, where?)When?
    -Analysis step
    -Through the entire software design process
    Why?
    -To ensure system matches user needs
    -To judge system features (offer the right features)
    -How users feel about the system
    -To discover specific problem
    Where?
    -Lab
    -In the field
  60. 60Evaluation in the LAB (+/-)+ equipment
    + no distraction
    + quiet
    - natural environment missing
    - unnatural situation
  61. 61Evaluation IN THE FIELD+ more realistic
    + situations/behaviors more natural
    + better suited for long-term studies
    - noise, talk interruptions
    - will still feel like a test situtaion
  62. 62Participatory DesignInvolves users as part of the design team throughout the entire software design process;
    PROBLEM: hight effort,
    conflicts with client hierarchies,
    user conversion
  63. 63Evaluation techniques1. without users
    2. with users
    2.1 qualitative
    2.2 quantitative: Controlled Experminets
  64. 64Evaluation without users: E1 to E41. Literature Review
    2. Cognitive Walkthrough
    3. Heuristic Evaluation
    4. Model-Based Evaluation
  65. 65List qualitative Evaluation MethodsE5-E9 with its pros and cons
  66. 66Quantitative Evaluation MethodE10 Controlled Experiment:
    - quantitative, empirical method
    - used to identify the cause of a situation or set of events
    - "X responsible for Y"
  67. 67Hypothesis (Goal and Approach)GOAL: confirm research Hypothesis(H1)
    APPROACH: reject inverse null Hypothesis(H0)
  68. 68KLMKeying
    Pointing
    Homing
    Mentally preparing
    Responding
    Rule 0-5
  69. 69GOMSGoals: describe users' end goals
    Operators: are elementary user actions (key presses, menu selection, drag & drop)
    Methods: are "procedures" to reach a goal (consist of subgoals and/or operators)
    Selection rules: which method to use for a (sub)goal;
    Likelihood of choosing the one or the other method
    -> To estimate execution and learning times before a system is built
  70. 70Information Efficiency (two formulas)Information Efficiency (two formulas)
  71. 71Information Efficiency - What do we try to determine?How much information actually is being transported through the interface in input & output direction
    How fast can I expect an interface to be in the optimal case
  72. 72Information per Alternativep(i) * log_2 (1 / p(i) )
  73. 73List and explain the Ten Golden Rules of Interface Design1. Keep the interface simple!
    2. Speak the user's language!
    3. Be consistent and predictable"
    4. Provide feedback & be responsive!
    5. Minimize memory load!
    6. Avoid errors, help to recover, offer undo!
    7. Design clear exits and closed dialogs!
    8. Include help & documentation!
    9. Address diverse user needs!
    10. Hire a graphic designer!
  74. 74Bad examples of bad ResponsivenessA screen pointer that doesn't keep up
    Delayed response to botton-clicks
    Sliders & scrollbars that lag
    Applications that go "dead" during disk operations
  75. 75Three Human Deadlines0.1 seconds: Perception of cause & effect, e.g. delay between moving a mouse & pointer following
    1 second: Turn-taking in conversation,
    min. reaction time for unexpected events
    10 seconds: typical human attention span,
    Max. time for one step of a task
  76. 76Design Techniques for ResponsivenessDisplay important information first
    Work in parallel
    Optimize queueing
    Create logical order (prioritize)
    manage time dynamically (adjust the strategy if not keeping up)
  77. 77Example of good responsivenessWordStar
    Never dropped characters typed;
    They were always on screen instantly;
    Instead stopped updating other areas of the screen
  78. 78Perceptual ProcessorTakes input from the eyes and ears and drops it into two temporary memories, the visual image store and the auditory image store.
  79. 79Cognitive ProcessorThe cognitive processor operates on data from all the memories, including long-term
    memory, and puts its results back in the working memory.
  80. 80Motor ProcessorTakes instructions from the working memory (which you might think of as RAM), and runs those instructions on the muscles.
  81. 81E2: Cognitive WalkthroughAnalytical method for early design
    For each task, derive
    goal - intention - action sequence,
    and ask:
    - System help user to get from goals to intentions and actions?
    - What knowledge and cognitive processes will the user need for this decision process?
    - What problems could learning/doing this step have?
  82. 82E3: Heuristic EvaluationVariant of Cognitive Walkthrough
    Choose usability heuristics: General guidelines, Ten Golden Rules etc.
    Go through tasks and check whether the guidelines are followed
  83. 83E4: Model-Based EvaluaionUse Some models that offer a framework for design and evaluation
    e.g. GOMS, KLM

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bachelor DIS Karteikarten am DIS, erstellt von Nestan Gujejiani am 06/02/2024.
Erstellt von
Nestan Gujejiani
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