¡GoConqr estrena diseño! Cuéntanos qué te parece.

Fichas

HCI 1

Linnéa Kurman Inglés 50 fichas

Fichas del conjunto (50)

  1. 1Low fidelity prototypesCheap, Simple & a early prototype of a product/design
  2. 2AffordancesEasily translates goals in to action, It is obvious how a control is used.
  3. 3POBAPerception, opinions, beliefs & attitudes
  4. 4The Nuremberg CodeIt is an ethics code that was adopted following the trails of Nazi physicians of crimes against humanity
  5. 5User-centered design cycleIs an iterative design process in which designers focus on the users and their needs in each phase of the design process
  6. 6Hi-FI prototypeIs where a product begins to take shape. Using mockups with color and content, designers can create hi-fi prototypes that look and function as close to the final product as possible.
  7. 7Iterative processRefers to a systematic, repetitive, and recursive process in qualitative data analysis. An iterative approach involves a sequence of tasks carried out in exactly the same manner each time and executed multiple times.
  8. 8Cultural probesAre an approach to qualitative user research where face-to-face research is impractical or inappropriate. They consist of prompts, questions and instructions along with artifacts for recording thoughts and feelings. The artifacts may be as simple as a diary or as elaborate as a single-use camera.
  9. 9Technology probesT echnology probes are simple, flexible, adaptable technologies with three interdisciplinary goals: the social science goal of understanding the needs and desires of users in a real-world setting, the engineering goal of field-testing the technology, and the design goal of inspiring users and researchers to think about ...
  10. 10Iterativeterative refers to a systematic, repetitive, and recursive process in qualitative data analysis. An iterative approach involves a sequence of tasks carried out in exactly the same manner each time and executed multiple times.
  11. 11What is the de diffrent steps in the user centerd desgin proces?Plan → Research → design → Adapt → Measure
  12. 12What questions should be asked and answerd when starting the proces?Who are your users?
    What are their needs?
    What do they want?
    How do they currently do things?
    How would they like to do them?
  13. 13What are some exaples of good desgin?- Easy, natural & engaging interaction
    - Usefulness is often context dependent
    - Users can carry out their required tasks
    - Accounts for human limitations
  14. 14Name five diffrent structurs?Law of proximity
    Law of similarity
    Law of closure
    Law of continuity
    Law of symmetry
  15. 15Name some common desgin mistakes.Featurism
    Machine oriented
    Premature product release
    “Next bench” design
    Designer is not the user
    Technical and human-oriented skills
  16. 16Name three principles.Early focus on users and tasks
    Empirical measurement of product usage
    Iterative design (There is no straight line to success)
  17. 17What does "Emperical" mean?The definition of empirical is something that is based solely on experiment or experience. An example of empirical is the findings of dna testing
  18. 18How are the people that we need to please when degining?1. Users = they are the onece using the product
    2. The comapny = they are the one selling the product and are paying us
    3. Marketer = They are the one promting the product
  19. 19What is the "Waterfall method"?The Waterfall methodology—also known as the Waterfall model—is a sequential development process that flows like a waterfall through all phases of a project (analysis, design, development, and testing, for example), with each phase completely wrapping up before the next phase begins.
  20. 20What´s Interative development?Iterative development of user interfaces involves steady refinement of the design based on user testing and other evaluation methods. Typically, one would complete a design and note the problems several test users have using it.
  21. 21What is the "cirekel of life" and what are the diffrent stages ?Plan = doing: stakeholder interviews → Output: Business requirements: Goals, target audience, Competitors, Brand vision Etc.
    Research = doing: User research → Output: Motivations, Goals, Needs, triggers, preferences Etc. → Personas, Scenario, Etc.
    Design = Ideation → Output: Workflow, Wireframes, Prototypes, Architecture, Etc.
    Adapt = doing: Implementation → Output: Visual design, development & technical testing.
    Measure = Doing: evolution → Output: User testing: Usability, user experience 6 Etc.
  22. 22How is de diffrent stages dependet on each other?The design output is then based on the research result, the adapt stage is based on the design stage, the measure phase is then based on the answers in the research stage and the adapt phase.
  23. 23How do you deside the goal?1. Collect issues
    2. Prioritize the goals
    Then rewrite the priorities as questions
  24. 24Explain a bit about the isuess and where to find them.Collecting isuess
    (diffrent department have diffrent issues)
    Identify stakeholders
    Every department (even within a department will have different priorities
    Ceo → Optimize revenue
    marketing → Strong branding
    Programmers → Bug free code
    Customer relations → Minimize customer complaints
    Not all priorities will benefit the end-user
  25. 25How do you deside the priority of isuess/goals?Importance X severity = priority
  26. 26What are goals?Priorities as questions = Goals
  27. 27What is important when making a reserch schedual?- Integrate schedules
    - Adapt priorities
    - Big issues first
    - General methods first
  28. 28Name interviews Lifecycel, advantages and dissadvantages.Lifecycle stage: Task & environment analysis, early design
    Main advantages: flexible, in-depth attitude and experience probing
    Main disadvantages: Time- consuming, Har to analyze and compare
  29. 29Name Think aloud´s lifecycel, advantages and dissadvantages.Lifecycle stage: Formative evaluation, iterative design
    Main advantages: Unnatural for users, Hard for users to verbalize.
    variations: peer tutoring, Co-discovering
  30. 30Name Focus groups lifecycel, advantages and dissadvantages.POBA talk: Perception, opinions, beliefs & attitudes
    Lifecycle stage: Early development, feature definition, user involvement
    Main advantages: Spontaneous reactions (priorities, desires, anecdotes) and group dynamic
    Main disadvantages: Groupthink, Social demand characteristics. Desire vs needs.
  31. 31Name Observations lifecycel, advantages, dissadvantages & Variations.Life Cycle stages: Task and environment analysis, followup studies
    Main advantages: Ecological validity; reveals users real tasks. Suggests functions and features.
    Main disadvantages: No experimenter control. Intrusive. Experiments can affect user behavior. Time Consuming data analysis.
    Variations: Participatory observation
  32. 32Name User tests lifecycel, advantages and dissadvantages.Lifecycle stage: Competitive analysis, benchmarking, Final testing
    Main advantages: Control study, Quantitative data, Results easy to interpret and compare (benchmarking). Replicable.
    Main disadvantage: Low generalizability. Tasks are often artificial and restricted. Time- intensive.
  33. 33Name Surveys lifecycel, advantages and dissadvantages.Lifecycle stage: Early design, follow up studies.
    Main advantage: Finds subjective user preferences. Quantitative description of audience demographics. Easy to repeat (large groups) & to analyze. anonymity.
    Main disadvantages: Questionnaire development is time intensive: item construction, scale construction, establishing reliability and validity - pilot tests required. sample bias: who wil respond? response bias. No further probing possible (i.e., you can not ask why?)
  34. 34Name Probes/diary studies lifecycel, advantages, dissadvantages & Variations.Lifecycle stage: Environment analisis, early design stages.
    Main advantage: In context. Over time. Personalized. Rich design inspiration.
    Main disadvantages: Little control. Response bias. Hard (if not possible) to analyse.
    Variations: cultural probes (Gaver), technology probes (Inter Living)
  35. 35What is log file analysis?Log file analysis is a technical SEO task that lets you see exactly how Googlebot (and other web crawlers and users) interacts with your website. A log file gives you valuable insights that can inform your SEO strategy or solve problems surrounding the crawling and indexing of your web pages
  36. 36What do you do in the eraly desgin & requirment gathering stage?Internal discovery
    Survey
    Log file analysis
    user profiling
    usability testing of existing products
    Contextual inquiry/task analysis
    Focus group
  37. 37What do you do in the Development & design stage?Usability testing
  38. 38What do you do after the release of teh product?Surveys and log files
    Diary studies
    Contextual inquiry
  39. 39What is importent to think about when budgeting?- Staff time (hourly rate)
    - Recruiting and incentive cost
    - Equipment cost (incl. location rental)
    - Incentives differ depending on user population
  40. 40As a rule of thump how much of the development cost should be spent on user centered reserch?As a rule of thumb, user centered research can be estimated at around 10% of the total development cost.
  41. 41What is important to think about when making the reserch plan format?Set expectations: be realistic, don't oversell
    Who is doing what when?
    Specific for short term, more general for long-term and specify goals
    Specify outputs: these should be tangible, measurable deliverables
    - reports, presentations
  42. 42What is important to think about when it comes to competetive reserch?1. There are always competitors
    Changes in competitors products
    2. Learn from their mistakes
    3. Producing requirements
    4. Redesigning
  43. 43What should we think about when makinga a profile for our recruting?Age
    Gender
    Education
    Income
    Technology experience
    Etc
  44. 44Where should we start recruting w?- Typaical users
    Start with friends and family
    Parents, colleagues, housemates, …
  45. 45Where else can we also recruite?Community mailing lists, bulletin boards
    (corporate/university) neighbors
    users of your current products
    New employees
    Paste research participants
    Ads on the web or in newspapers
    Local Housing complex
    Flyer
    Website/formus
  46. 46Give a few wxample of what we shoudl think about and be aware of when recruting?1. Newer span!
    2. Be careful of “next-bench” recruiting.
    3. Keep track of which recruiting techniques work well
    4. Regularly update your participant database
    (Keep track of “good participants, delete “bad” ones.)
    5. Be careful with repeat recruits within a short timeframe
    6. Professional recruiters can be useful when time is short
    (However, they do not know your business like you do)
    7. Personal data should be kept in accordance with existing laws and legislation around personal privacy and data protection.
  47. 47What shoudl we do and what is importante when schedualing)1. Define scheduling window
    2. Write and send invitations
    - Be clear about the goal of the study without giving too much detail
    - Be clear about the time/date, location, incentive
    - Be clear about voluntary nature of the study and protection of personal privacy
    3. Confirm and reconfirm
    4. Scheduled potential backup candidates
  48. 48What can be pitfalls when recruting and schedualing?1. Recruting the wrong people
    2. No-shows
    3. Double scheduling
    4. Bias
    Be aware of the potential bias in your sample: a truly random sample is impossible!
    5. Anonymity of your company
    6. bad choice of building and bad space preparation
    “Everyone they meet should be expecting them”
  49. 49What is heuristic evaluation?A heuristic evaluation is a method of inspecting and evaluating the usability of a website, or product. You may also hear it referred to as a “usability audit” or an “expert
  50. 50What is the Wizard of Oz methodology?Wizard of Oz (WoZ) is a method where participants interact with a system that they believe to be autonomous, but in reality, is controlled by an unseen human operator in the next room

Información

Descripción
Part 1 of HCI
Creado por
Linnéa Kurman
Visitas
11
Valoración

Escríbenos

¿Sobre qué es tu mensaje?

¿Qué te parece el nuevo diseño?

¿Te gusta?