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Design Process
Fichas del conjunto (30)
- 1CorrectnessPeople want interfaces to be responsive and "error-free" because they are an integral part of society.
- 2An UI is "wrong" if..It doesn't satisfy users needs. Core dump. Incorrect calculations.
- 3SpecificationUnderstandable by end users, easy to write down, revise and convert into implementations, precise enough to settle arguments and able to facilitate answering questions.
- 4Formal languagesFormalized descriptions that clarify intentions. Provide unambiguous description of a small part of the world.
- 5State machinesMethod for formally describe interactions. Diagrams.
- 6Finite State Machine (FSM)An abstract representation of a system with states and transitions (events/actions).
- 7Central tensionThe bridge between the users' world, non-formal and rich, and the system's world, rigid and formalized.
- 8Problems with FSMComplexity of interfaces. Cannot represent some notions, e.g., timed events. Time to create/update model is not inconsequential.
- 9Formalized descriptions“Since a complete formalization of the properties of a large system is infeasible, the question is not whether specifications should focus on some details at the expense of others, but rather which details merit the cost of formalization.”
- 10Non-formal languagesHave more expressive power.
- 11Semi-formal languagesA formal language complemented by a non-formal language.
- 12User Centred Design (UCD)User-centred design is a process for figuring out the correct functionality of an application through semi-formal languages. It's all about understanding people, their needs and how they use your software.
- 13UCD principlesUnderstand users’ needs. Design the UI first. Iterate. Use it yourself. Observe others using it.
- 14ScenariosStories of people using technology, that is easier to understand by developers and users, non-formal, appropriated detailed and with variations.
- 15Functions prioritizationCritical: Needed by early users to do something useful.
Important: Required before shipping the product.
Nice to Have: Nice, but unnecessary. - 16Usage patternsIs certain task performed by many or few users? Is it frequent or occasional?
- 17Designing the UIWidgets identification. Customized or familiar ones?
Attributes assignment. Model, affordances, presentation. - 18UI attributesModel: what data does it need? Affordances: what can you do with it? Presentation: how does it appear in the UI?
- 19Component distribution: TemporalWhen components appear, the flow from one interface to another.
- 20Component distribution: SpatialWhere components appear on an individual interface section.
Use visual design & Gestalt principles. - 21StoryboardsQuick way to sketch out sequence and schematics.
- 22Interaction SequencesMacro-structure, convey the "big picture“ of system interaction.
- 23Interface SchematicsMicro-structure, convey essential content, and functionality at individual steps of interaction. Includes enough detail so that someone could begin designing and implementing system logic.
- 24Visual vocabularyA standard set of graphical symbols and notation to describe something.
- 25PrototypesA limited representation of a design that allows people to interact with it and to explore its suitability.
- 26Prototype fidelityFaithfulness of prototype appearance and performance to final product.
- 27Low fidelity prototypePrototype doesn’t look much like final product, operation of the prototype may be simulated and slower.
- 28High fidelity prototypePrototype looks and operates like the real product.
- 29Paper prototyping“Usability Testing where representative users perform realistic tasks by interacting with a paper version of the interface that is manipulated by a person playing computer, who doesn’t explain how the interface is intended to work.” (Snyder, 2003, p. 4)
- 30Wizard-of-Oz Technique (WoZ)Evaluate unimplemented technology by using a human to simulate the response of a system.
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- Fichas sobre Design Process , creado por dcardosods el 09/04/2015.
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