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101ldaniels . Englisch 79 Karten

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  1. 1Human­computer interactionthe design, evaluation, and implementation of interactive
    computing systems for human use
  2. 2Interaction designdesigning interactive products to support the way people communicate
    and interact normally and in their everyday lives, user experience is essential
  3. 3Architects, EngineersArchitects – specialize in how people interact with spaces, Engineers – bringing these spaces
    to reality
  4. 4Interactive Design processEstablish user requirements
    Develop alternatives
    Prototype these
    Evaluate these
  5. 5User experience goals, Usability goalsUser experience goals – “satisfying”, describe feeling Usability goals effective to use, easy to
    learn
  6. 6HCI consists of Norman (1998)Visibility (can you see your options to do an action?)
    Feedback (can you see the effect of your action?)
    Constraints (does your action actually go towards the end goal, is it useful?)
    Mapping (is there a natural relation between your actions and their effects on the world?)
    Consistency (are there similar options and elements for similar tasks?)
    Affordance (do interface elements correctly “signal” how they are to be used, does it
    make sense?)
  7. 7Cognition – made up of ­ :Cognition – made up of ­ attention – process by which we focus our minds and our senses on one thing
    ­ perception and recognition – how info is acquired from the world through senses
    ­ memory – remembering things, the context in which you remembered it
  8. 8Mental modelThe user’s understanding of a system, learned through using the
    system
  9. 9Gulf of executionForming intentions, specifying right action, selecting appropriate interface mechanism. (how do I work out the right thing to do?)(towards physical)
  10. 10Gulf of evaluationProcessing the interface, interpreting interface information, and
    assessing information meaning.
    (how do I work out what the system did?)(towards goals)
  11. 11External cognitionhow do we interact with external representations (maps, tools,
    instruments)
  12. 12Distributed cognitionhow the cognitive process is split through other people, tools, etc.
  13. 13Modern Videoconferencingleads to
    Longer conversational turns (O’Connaill et al. 1993)
    Fewer interruptions of each other
    Greetings and farewells longer and more ritualised
    Turn­taking more explicit
  14. 14Peripheral awarenesskeeping an eye on things happening in the periphery, overhearing,
    overseeing
  15. 15Anthropomorphismattributing or inserting human like qualities to inanimate objects
  16. 16Ethnographicis the study of a culture or people(work culture)
  17. 17Questionnaires­open form. (better but longer)
    closed form.(less better but quicker)
    40% response rate is high: 20% often acceptable
  18. 18How to choose between prototypesSafety: how safe?
    Utility: any functions superfluous?
    Effectiveness: task coverage, feasibility?
    Efficiency: performance measurements?
  19. 19User centered design approachStudy cognitive, behavioral, emotional, physical social aspects
    Observe, record, analyze users reactions and performance in prototypes, etc.
    When user testing reveals problems, fix problems and continue
    a. Early focus on users and tasks
    a. Empirical measurement
    a. Iterative design
  20. 20Types of usersPrimary: frequent and hands on (students, instructors)
    Secondary: occasional user or via someone else (tutors, admin staff)
    Tertiary: can change a system directly, manage it (ITS, mySI­net admins)
  21. 21Naturalistic observationobserving a user perform the task in their natural settings
  22. 22Qualititative/quantitative data analysis– recording ideas/theme or numbers/amounts
    respectively
  23. 23Data gathering methodsinterviews, questionnaires, observation
  24. 24Five key data gathering issues1. Setting goals ­ Decide kind of answers needed (qualitative, quantitative)
    2. Identifying participants ­ Decide who to gather data from
    3. Relationship with participants ­ Clear and professional Informed consent when appropriate
    4. Triangulation ­ Look at data from more than one perspective
    5. Pilot studies ­ Small trial of main study to make sure it runs OK.
  25. 25Pleasure­interaction– physio­pleasure (sensory, eg. visual or tactile)
    – socio­pleasure (social, communicative)
    – psycho­pleasure (emotional and cognitive)
    – ideo­pleasure (values and higher aesthetics)
  26. 26Core threads of experience –Sensual (activity absorption, a bit like Norman’s “visceral” level)
    Emotional (affect, such as joy, delight, frustration, etc)
    Compositional (“narrative” of an interaction and how it unfolds)
    Spatio­temporal (effects of time and space on experience)
  27. 27Emotional interactionconcerned with how interactive systems make people respond
    emotionally
  28. 28Formalization of usability goals-Situation of concern
    -One­sentence problem statement
    -Usability requirement (one of many)
    -expressed as a goal
    Pro­forma test plan
    -Pro­forma test report
  29. 29Situation of concern example“Car park users find parking ticket payment machines difficult to use, requiring long
    use sessions, frequent unsatisfactory results, and necessitating a uniformed attendant."
  30. 30One ­sentence problem statement exmaple“Design a parking ticket payment machine to support quick and easy­to­use parking
    fee payments via credit, EFTPOS or cash by car park users.”
  31. 31Usability requirement (one of many) expressed as a goal example“It is a usability requirement of the ticket machine that car park users should be able
    to complete a transaction in one minute or less without requiring help.”
  32. 32Pro­forma test plan example“We intend to carry out laboratory user­based tests of the prototype to confirm that at
    least 90% of users can perform transactions via each payment method in 1 minute or less.”
  33. 33Pro­forma test report example“Test results with 20 members of the driving public aged 18­60 years confirmed that
    80% of users could perform transactions via each payment method in 1 minute or
    less but that 20% of users became confused with credit card payments.”
  34. 34Vertical prototypeprovide a lot of detail, but only for a few functions
  35. 35Horizontal prototypeprovide a wide range of functions, but with very sparse detail
  36. 36Evaluate metaphor with 5­step framework (Erickson, 1990):1. How much structure does metaphor provide?
    2. How much is relevant to the problem?
    3. Is metaphor easy to represent?
    4. Will the audience understand metaphor?
    5. How extensible is metaphor?
  37. 37DECIDEDetermine goals the evaluation addresses, clarify user needs
    Explore specific questions to be answered, answer questions such as, “What are
    requirements?”
    Choose evaluation paradigm and techniques to answer the questions
    Identify practical issues, determine technical and budget constraints, find users to test with
    Deal with ethical issues, create a consent form etc.
    Evaluate, interpret and present data, does the test have the right scope? Are the questions
    biased?
  38. 38Empirical evaluationobserving, studying users in controlled labs, or in the field
  39. 39User testing guidelinesLocation – usability lab or other interruption free controlled and private space
    Focus of session – select 5 to 10 representative users, test representative tasks chosen to test
    specific usability goals, conceptual models etc.
    Informed consent form – explains tasks and expectations in general terms, reassures about
    privacy
    Use a session protocol – test session should run the same way for every tester, protocol is a
    script saying exactly what needs to be done, rehearse this
    Run participants for no longer than 45 minutes – including instructions, all tasks, debriefing etc.
  40. 40Pro­forma test planspecifies what data is to be collected, “objective performance data” (how
    well they did, number of errors in task, time to complete etc.) and questionnaires (usability,
    satisfaction...)
  41. 41Heuristic EvaluationHeuristic Evaluation – method for determining whether an interface meets a min standard of
    usability,
    usually done by employing experts in the field
    3 stages ­ Briefing session, Evaluation period Debriefing session
    4 point rating scale for problems 0 (not) 1(cosmetic) 2(minor usability) 3(major)
    4(catastrophic)
  42. 42Cognitive walkthrough pt11. Will the correct action be sufficiently evident to the user?
    2. Will the user notice that the correct action is available?
    3. Will the user associate and interpret the system response correctly?
  43. 43Pluralistic walkthroughvariation on cognitive walkthrough, panel of experts begin by
    working separately, there is managed discussion and agreed decisions
  44. 44Predictive models– provides a way of testing without users, cheaper, useful for simple tasks
  45. 45GOMSGoals – what the user wants to achieve
    Operators ­ cognitive processes and physical actions needed to attain goals
    Methods – procedures to accomplish goals
    Selection rules – decide which method to select when there are more than one
  46. 46MHP– Model Human Processor, where a humans capabilities are measured eg eye
    movement takes 20 ns.
  47. 47Kraut, 1990 “telepresence”a 3 x 8 ft ‘picture­window’ between two sites with video and audio
    Talked constantly about system
    Spoke more to other people in same room than in other room
    When tried to get closer to someone in other place had opposite effect ­ went out of range
  48. 48BiReality (Jouppi, 2002)virtual telepresence via a physical robot in the room
  49. 49Marcus (1993)proposed interfaces for different user groups, specified a particular interface
    that was round and curvy as for “white American females”, the boxier one for “male engineers”
  50. 50Teasley et al (1994) –found Marcus (1993)to be untrue, people actually preferred the easier to use
  51. 51emotional designEmotional design is to design with an emotional intent.
  52. 52Conceptual DesignProcessing of transforming user and functional requirements into a conceptual model
    before starting physical design
  53. 53Conceptual ModelA description of the proposed system in terms of a set of integrated ideas and concepts
    about what it should do, behave and look like, that will be understandable by the users in
    the manner intended. (Preece et al ­ 2002)
    ● The concepts people need to understand in order to use the interface
    ● The conceptual basis for user’s mental model
    ● Focuses on system as a whole, not individual tasks
    ● Involves abstract constraints, not technical or implementation­level constructs
  54. 54Problem Space“Understanding and conceptualising what is currently the user experience/product and
    how this is going to be improved or changed”
  55. 55Conversation Analysis rules○ Rule 1: Current speaker choose next speaker by asking opinion, question or request
    ○ Rule 2: Another person decides to start speaking
    ○ Rule 3: The current speaker continues speaking
  56. 56Hydra(Sellen, Buxton & Arnott ­ 1992)● Focuses on ‘direction gaze’
    ● Preserved absolute and relative directional visual and auditory cues
    ● 3 units
    ○ One unit represents a person’s eyes (camera)
    ○ One unit represents a person’s voice (speaker)
    ○ One unit represents a person’s ears (microphone)
  57. 57Babble (IBM, Erickson et al ­ 1999)Circle with marbles represents people taking part in conversation in a chatroom
    ● Those in the middle are doing most of the chatting
    ● Those towards the outside are less active
  58. 58User StoriesReal world experiences, ideas, anecdotes and knowledge
  59. 59Conceptual ScenarioMore abstract that user stories
  60. 60Concrete ScenarioStarting to develop form of solution (eg. design)
  61. 61Low fidelity PrototypingAdvantages
    ○ Quick
    ○ Cheap
    ○ Easily changed
  62. 62High fidelity prototypingAdvantages:
    ○ Looks alot like the actual system
    ● Disadvantages:
    ○ Risk user expects an actual final product
  63. 63Skiers in the Wild ­ Jambon et al (2009)● Skiers preferred to get feedback about their skiing performance when in bar during
    breaks ­ not when on active on the slopes
    ● Evident in data logs
    ● Reported in subsequent focus groups
  64. 64Grounded Theory (Qualitative)Derive theory from systematic analysis of data
    ● Based on categorisation (also called ‘coding’)
    ● Three levels of coding
    ○ Open ­ identify categories
    ○ Axial ­ flesh out categories and link them to subcategories
    ○ Selective ­ form theoretical schemes
  65. 65Activity Theory (Qualitative)● Explains human behavior in terms of our activity
    Tools
    ■ What tools are used?
    ○ Subject
    ■ Who is involved?
    ○ Object
    ■ Why is this taking place?
    ○ Rules
    ■ Norms/rules/regulations governing the performance of the activity
    ○ Community
    ■ What is the environment?
    ○ Div. of Labour
    ■ Who is responsible for what?
    ○ Outcome
    ■ What is desired outcome?
  66. 66heuristics adv/disAdvantages
    ■ Few ethical issues
    ■ Few practical issues
    Disadvantages
    ■ Can be difficult to find experts ­ best experts have knowledge of usability
    ■ Can be expensive
    ■ Important problems may get missed
    ■ Many trivial problems identified
    ■ Comparison of heuristic evaluation with other methods is not scientifically
    and domain
    precise
  67. 67empirical evaluationevaluates how a user interacts with the system and asks the user for their feedback on the system
  68. 68Analytic evaluationdoes not take user input into account.
  69. 69one sentence problem statementActivity to be supported
    ○ Form of the solution
    ○ Identity of the users
    ○ Level of user support
  70. 70Attention aware computingAttention aware computing stops the technology from distracting the user unessecarily. It is aware of where the user's attention is and when it should be interrupted.
  71. 71The Butterfly BallotA ‘badly designed’ ballot used in US elections in 2000.
    1 in 10 had some problem ­ 1 in 100 failed completely
  72. 72Time Magazine App on iPad ­ Budia and Nielsen (2010)● Affordance was unclear
    Users didn’t know how to access menus
  73. 73Project ErnestineUsed The Model Human Processor (Card, Moran & Newell ­ 1983) to make workstations
    for telephone operators more efficient.
  74. 74TiVO vs APEX remote● APEX remote
    ○ Square shaped remote ­ doesn’t sit naturally in hand
    ○ Many buttons with same layout ­ grid layout
    TiVO remote
    ○ Peanut shaped to fit hand
    ○ Logical layout and color­coded distinctive buttons
  75. 75Norman’s (1986) Seven Stages of Action● Stage 1 ­ Goals: User is given a goal.
    gulf of ex
    gulf of ev
  76. 76cognitive walk through part 2● Designer presents an aspect of the design and usage scenarios
    ● Expert is told assumptions about user population, context of use and task details.
    ● One or more experts walk through the design prototype.
    ● Experts are guided by three (or more) key questions
  77. 77HCI consists of Nielsen (2001)Visibility of system status
    ○ Match between system and real world
    ○ User control and freedom
    ○ Consistency and standards
    ○ Error prevention
    ○ Recognition rather than recall
    ○ Flexibility and efficiency
    ○ Aesthetic and minimalist design
    ○ Help users recognise, diagnose and recover from errors
    ○ Help and documentation
  78. 78Interaction paradigmFramework in which interaction takes place
    ■ Eg. WIMP ­ Windows, Icons, Menus, Pointers
  79. 79Interaction mode■ The way the user interacts with the system.
    ■ Input and output: communication/giving instructions.

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Erstellt von
101ldaniels . · Jun 2016
Aktualisiert
14 Jan 2017
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