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HCI final

Duncan Levings Computer Science English 59 cards

HCI final

Cards in this deck (59)

  1. 1The software lifecycleSoftware engineering is the discipline for understanding the software design process, or life cycle
    Designing for usability occurs at all stages of the life cycle, not as a single isolated activity
  2. 2Why ‘establish’?Requirements arise from understanding users’ needs
    Requirements can be justified & related to data
  3. 3Different kinds of requirementsFunctional: What the system should do
    Non-functional: security, response time, etc
    Data: What kinds of data need to be stored? How will they be stored (e.g. database)?
  4. 4Users: Who are they?Characteristics: nationality, educational background, attitude to computers
    System use: novice, expert, casual, frequent
    Novice: prompted, constrained, clear
    Expert: flexibility
    Frequent: short cuts
    Casual/infrequent: clear menu paths
  5. 5Requirement - Functionalthe product will calculate the total cost of purchases
  6. 6Requirement - Datathe product must have access to the price of products in the cafeteria
  7. 7Requirement - Environmentalcafeteria users will be carrying a tray and will most likely be in a reasonable rush. The physical environment will be noisy and busy
  8. 8Requirement - User characteristicsthe majority of users are likely to be under 25 and comfortable dealing with technology
  9. 9Requirement - Usability goalthe product needs to be easy to learn so that new users can use it immediately, and memorable for more frequent users
  10. 10Requirement - User experience goalssatisfying, helpful, and enhancing sociability
  11. 11Usability engineeringThe ultimate test of usability based on measurement of user experience
    Usability engineering demands that specific usability measures be made explicit as requirements
  12. 12ISO usability standard 9241effectiveness–can you achieve what you want to?
    efficiency–can you do it without wasting effort?
    satisfaction–do you enjoy the process?
  13. 13Iterative design and prototypingThe problem with usability metrics is that they rely on measurements of very specific user actions in very specific situations.
  14. 14Iterative design and prototypingIterative design overcomes inherent problems of incomplete requirements by cycling through several designs, incrementally improving upon the final product with each pass
  15. 15What is a Prototype?“A prototype is an early sample or model built to test a concept or process or to act as a thing to be replicated or learned from.” –Wikipedia
    In short, it's a working representation of a final artifact
  16. 16Prototype dimensionsRepresentation: form of the prototype
    Precision: level of detail
    Interactivity: watch-only vs. fully interactive
    expected life cycle of prototype
  17. 17Throw-away prototypeThe prototype is built and tested. The design knowledge gained is used to build the final product. The actual prototype is discarded
  18. 18Incremental prototypeThe final product is built as separate components, one at a time. There is one overall design for the final system, but it is partitioned into independent and smaller components. The final product is then released as a series of products
  19. 19Evolutionary prototypeThe prototype is not discarded and serves as the basis for the next iteration of design. In this case, the actual system is seen as evolving from
  20. 20Fidelity in PrototypingHigh fidelity - prototype looks like final product (wireframe render)
    Low fidelity - artist rendition of prototype (usually drawn on paper)
  21. 21Techniques for prototypingStory boards - need not be computer-based and can be animated
    Limited functionality simulations - some part of system functionality provided by designers
  22. 22Design rationaleDesign rationale is information that explains why a system/application is the way it is
  23. 23Benefits of design rationalecommunication throughout life cycle
    reuse of design knowledge across products
    enforces design discipline
    organizes potentially large design space
  24. 24Goals of EvaluationAssess extent of system functionality
    Assess effect of interface on use
    Identify specific problems
  25. 25Evaluation through Expert AnalysisCognitive Walkthrough
    Heuristic Evaluation
    Model-Based
    Review-based evaluation
  26. 26Evaluation through User ParticipationLaboratory studies
    Field studies
  27. 27Cognitive WalkthroughProposed by Polson et al
    evaluates design on how well it supports user in learning task
    usually performed by expert in cognitive psychology
    focuses on goals and knowledge: does the design lead the user to generate the correct goals?
  28. 28Cognitive consFew ethical & practical issues to consider because users not involved
    Can be difficult & expensive to find experts
  29. 29Heuristic EvaluationProposed by Nielsen and Molich
    Usability criteria (heuristics) are identified
    design examined by experts to see if these are violated
    Heuristic evaluation 'debugs' design
  30. 30Why do user testing?Helps understand how effective your UI is
    hard to predict what a real user would do
  31. 31Laboratory studiesAdvantages:
    specialist equipment available
    Uninterrupted environment
    Disadvantages:
    lack of context
    difficult to observe several users cooperating
  32. 32Field studiesAdvantages:
    natural environment
    context retained
    Disadvantages:
    distractions
    noise
  33. 33Four roles during user testingGreeter–puts users at ease
    Facilitator–only team member who speaks
    computer–knows application logic & controls it
    Observers–take notes
  34. 34Types of data to collect in user testingProcess data - observations of what users are doing & thinking
    Bottom-line data - summary of what happened
  35. 35Think aloud evaluationUsers observed performing task:
    user asked to describe what he/she is doing and why, what he/she thinks is happening etc
  36. 36Cooperative evaluationVariation on think aloud:
    user collaborates in evaluation
    both user and evaluator can ask each other questions throughout
  37. 37Measuring bottom-line usabilitySituations in which numbers are useful:
    time requirements for task completion
    successful task completion %
    compare two designs on speed or # of errors
  38. 38Between group experimenttwo groups of test users
    each group uses 1 of the systems
  39. 39Within group experimentone group of test users
    each person uses both systems
  40. 40Measuring user feedbackHow much users like or dislike the system
    what they liked, disliked, where they had trouble, best part, worst part, etc
    redundant questions are OK
  41. 41Heuristic EvaluationDeveloped by Jakob Nielsen
    Helps find usability problems in a UI design
    Small set (3-5) of evaluators examine UI
  42. 42H2-1: Visibility of system statusThe system should always keep users informed about what is going on, through appropriate feedback within reasonable time
  43. 43H2-2: Match between system and the real worldThe system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms
  44. 44H2-3: User control & freedomUsers often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue
  45. 45H2-4: Consistency & standardsUsers should not have to wonder whether different words, situations, or actions mean the same thing
  46. 46H2-5: Error preventionEven better than good error messages is a careful design which prevents a problem from occurring in the first place
  47. 47H2-6: Recognition rather than recallMinimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another
  48. 48H2-7: Flexibility and efficiency of useAccelerators —unseen by the novice user —may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users
  49. 49H2-8: Aesthetic & minimalist designDialogues should not contain information which is irrelevant or rarely needed
  50. 50H2-9: Help users recognize, diagnose, and recover from errorsError messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution
  51. 51H2-10: Help and documentationEven though it is better if the system can be used without documentation, it may be necessary to provide help and documentation
  52. 52How to perform evaluationAt least two passes for each evaluator
    first to get feel for flow and scope of system
    second to focus on specific elements
  53. 53Severity rating of problems0-4 with 0 being; don't agree this is a problem and 4 being; huge problem
  54. 54Personas and user storiesUsed as an aid to help express, discuss and validate design questions and decisions
  55. 55Scenarios and use casesScenarios are stories that help us understand interactions
  56. 56RequirementsWhat does the client want to do?
  57. 57Likert-scaleLikert-scale
  58. 58Avoid these types of questionsBiased questions:
    Don't you agree that campus parking is a problem?
    Double-barreled questions:
    Do you agree that campus parking is a problem and that the administration should be working diligently on a solution?
    confusing questions and unrelated questions
  59. 59QuestionnaireA well designed questionnaire is essential to a successful survey
    A poorly designed questionnaire renders results meaningless

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Computer Science Flashcards on HCI final, created by Duncan Levings on 11/12/2020.
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Duncan Levings
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