Karteikarten
flash cards
Karten in diesem Stapel (79)
- 1Humancomputer interactionthe design, evaluation, and implementation of interactive
computing systems for human use - 2Interaction designdesigning interactive products to support the way people communicate
and interact normally and in their everyday lives, user experience is essential - 3Architects, EngineersArchitects – specialize in how people interact with spaces, Engineers – bringing these spaces
to reality - 4Interactive Design processEstablish user requirements
Develop alternatives
Prototype these
Evaluate these - 5User experience goals, Usability goalsUser experience goals – “satisfying”, describe feeling Usability goals effective to use, easy to
learn - 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?) - 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 - 8Mental modelThe user’s understanding of a system, learned through using the
system - 9Gulf of executionForming intentions, specifying right action, selecting appropriate interface mechanism. (how do I work out the right thing to do?)(towards physical)
- 10Gulf of evaluationProcessing the interface, interpreting interface information, and
assessing information meaning.
(how do I work out what the system did?)(towards goals) - 11External cognitionhow do we interact with external representations (maps, tools,
instruments) - 12Distributed cognitionhow the cognitive process is split through other people, tools, etc.
- 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 - 14Peripheral awarenesskeeping an eye on things happening in the periphery, overhearing,
overseeing - 15Anthropomorphismattributing or inserting human like qualities to inanimate objects
- 16Ethnographicis the study of a culture or people(work culture)
- 17Questionnairesopen form. (better but longer)
closed form.(less better but quicker)
40% response rate is high: 20% often acceptable - 18How to choose between prototypesSafety: how safe?
Utility: any functions superfluous?
Effectiveness: task coverage, feasibility?
Efficiency: performance measurements? - 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 - 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) - 21Naturalistic observationobserving a user perform the task in their natural settings
- 22Qualititative/quantitative data analysis– recording ideas/theme or numbers/amounts
respectively - 23Data gathering methodsinterviews, questionnaires, observation
- 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. - 25Pleasureinteraction– physiopleasure (sensory, eg. visual or tactile)
– sociopleasure (social, communicative)
– psychopleasure (emotional and cognitive)
– ideopleasure (values and higher aesthetics) - 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) - 27Emotional interactionconcerned with how interactive systems make people respond
emotionally - 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 - 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." - 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.” - 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.” - 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.” - 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.” - 34Vertical prototypeprovide a lot of detail, but only for a few functions
- 35Horizontal prototypeprovide a wide range of functions, but with very sparse detail
- 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? - 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? - 38Empirical evaluationobserving, studying users in controlled labs, or in the field
- 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. - 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...) - 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) - 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? - 43Pluralistic walkthroughvariation on cognitive walkthrough, panel of experts begin by
working separately, there is managed discussion and agreed decisions - 44Predictive models– provides a way of testing without users, cheaper, useful for simple tasks
- 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 - 46MHP– Model Human Processor, where a humans capabilities are measured eg eye
movement takes 20 ns. - 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 - 48BiReality (Jouppi, 2002)virtual telepresence via a physical robot in the room
- 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” - 50Teasley et al (1994) –found Marcus (1993)to be untrue, people actually preferred the easier to use
- 51emotional designEmotional design is to design with an emotional intent.
- 52Conceptual DesignProcessing of transforming user and functional requirements into a conceptual model
before starting physical design - 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 - 54Problem Space“Understanding and conceptualising what is currently the user experience/product and
how this is going to be improved or changed” - 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 - 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) - 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 - 58User StoriesReal world experiences, ideas, anecdotes and knowledge
- 59Conceptual ScenarioMore abstract that user stories
- 60Concrete ScenarioStarting to develop form of solution (eg. design)
- 61Low fidelity PrototypingAdvantages
○ Quick
○ Cheap
○ Easily changed - 62High fidelity prototypingAdvantages:
○ Looks alot like the actual system
● Disadvantages:
○ Risk user expects an actual final product - 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 - 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 - 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? - 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 - 67empirical evaluationevaluates how a user interacts with the system and asks the user for their feedback on the system
- 68Analytic evaluationdoes not take user input into account.
- 69one sentence problem statementActivity to be supported
○ Form of the solution
○ Identity of the users
○ Level of user support - 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.
- 71The Butterfly BallotA ‘badly designed’ ballot used in US elections in 2000.
1 in 10 had some problem 1 in 100 failed completely - 72Time Magazine App on iPad Budia and Nielsen (2010)● Affordance was unclear
Users didn’t know how to access menus - 73Project ErnestineUsed The Model Human Processor (Card, Moran & Newell 1983) to make workstations
for telephone operators more efficient. - 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 - 75Norman’s (1986) Seven Stages of Action● Stage 1 Goals: User is given a goal.
gulf of ex
gulf of ev - 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 - 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 - 78Interaction paradigmFramework in which interaction takes place
■ Eg. WIMP Windows, Icons, Menus, Pointers - 79Interaction mode■ The way the user interacts with the system.
■ Input and output: communication/giving instructions.
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- jty
- Erstellt von
- 101ldaniels . · Jun 2016
- Aktualisiert
- 14 Jan 2017
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