Created by dcardosods
about 9 years ago
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Question | Answer |
Correctness | People want interfaces to be responsive and "error-free" because they are an integral part of society. |
An UI is "wrong" if.. | It doesn't satisfy users needs. Core dump. Incorrect calculations. |
Specification | Understandable by end users, easy to write down, revise and convert into implementations, precise enough to settle arguments and able to facilitate answering questions. |
Formal languages | Formalized descriptions that clarify intentions. Provide unambiguous description of a small part of the world. |
State machines | Method for formally describe interactions. Diagrams. |
Finite State Machine (FSM) | An abstract representation of a system with states and transitions (events/actions). |
Central tension | The bridge between the users' world, non-formal and rich, and the system's world, rigid and formalized. |
Problems with FSM | Complexity of interfaces. Cannot represent some notions, e.g., timed events. Time to create/update model is not inconsequential. |
Formalized 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.” |
Non-formal languages | Have more expressive power. |
Semi-formal languages | A formal language complemented by a non-formal language. |
User 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. |
UCD principles | Understand users’ needs. Design the UI first. Iterate. Use it yourself. Observe others using it. |
Scenarios | Stories of people using technology, that is easier to understand by developers and users, non-formal, appropriated detailed and with variations. |
Functions prioritization | Critical: Needed by early users to do something useful. Important: Required before shipping the product. Nice to Have: Nice, but unnecessary. |
Usage patterns | Is certain task performed by many or few users? Is it frequent or occasional? |
Designing the UI | Widgets identification. Customized or familiar ones? Attributes assignment. Model, affordances, presentation. |
UI attributes | Model: what data does it need? Affordances: what can you do with it? Presentation: how does it appear in the UI? |
Component distribution: Temporal | When components appear, the flow from one interface to another. |
Component distribution: Spatial | Where components appear on an individual interface section. Use visual design & Gestalt principles. |
Storyboards | Quick way to sketch out sequence and schematics. |
Interaction Sequences | Macro-structure, convey the "big picture“ of system interaction. |
Interface Schematics | Micro-structure, convey essential content, and functionality at individual steps of interaction. Includes enough detail so that someone could begin designing and implementing system logic. |
Visual vocabulary | A standard set of graphical symbols and notation to describe something. |
Prototypes | A limited representation of a design that allows people to interact with it and to explore its suitability. |
Prototype fidelity | Faithfulness of prototype appearance and performance to final product. |
Low fidelity prototype | Prototype doesn’t look much like final product, operation of the prototype may be simulated and slower. |
High fidelity prototype | Prototype looks and operates like the real product. |
Paper 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) |
Wizard-of-Oz Technique (WoZ) | Evaluate unimplemented technology by using a human to simulate the response of a system. |
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