3 - Feedback Cycles Flashcards
What is the user-centered design cycle?
User research & analysis > concept design > user testing prototypes > detail design > iterative development > deliver
What type of prototype do you develop in the concept design stage of the user-centered design cycle?
Low fidelity prototype
What type of prototype do you develop in the detail design stage of the user-centered design cycle?
Mid/ high fidelity prototype
Why do users need feedback?
To know what to do next
What are important characteristics of feedback?
It should be prompt and clear to understand
What is the gulf of execution?
The difference between the user’s intentions and what the system allows them to do (/ how well the system supports these actions)
How can the gulf of execution be narrowed?
- Use affordances/ map to real-world actions
- Make goal & necessary steps discoverable
- Reduce # of steps
- Provide feedforward
- Minimize effort needed per action
What is the gulf of evaluation?
The difficulty assessing the state of the system and how well the artifact supports the discovery & interpretation of that state
How can the gulf of evaluation be narrowed?
- Give frequent feedback
- Give immediate feedback
- Vary the feedback
- Use direct manipulation
What are some characteristics of input devices?
Shape, size, wireless or tethered, degrees of freedom, relative or absolute, hand-based, body-worn or world-grounded.
What is the difference between relative and absolute input devices?
Absolute input devices have a fixed number of outputs (ex. keyboard). Relative input devices have more output possibilities that are dependent on the user’s movements.
What are some characteristics of output devices?
- Sensory channels
- Resolution
- Spatialization
- Head-mounted/ world-fixed/ hand-held/ body-worn
Give an example of head-mounted, world-fixed, hand-held, and body-worn output devices.
- Head-mounted: headphones, VR glasses
- World-fixed: computer screen, speakers
- Hand-held: joystick, VR controllers
- Body-worn: smart watches
What is direct manipulation?
Interaction style in which the feature of interest is visible and can be acted upon via physical, reversible, incremental actions that receive immediate feedback.