HCI 3) User Research Flashcards

1
Q

User research -
Aims

A
  • Obtain concrete, empirical knowledge about users
  • Understand users first and design later
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2
Q

User research -
Challenges

A
  • Say/do problem
  • Hard to verbally express some information
  • Latent information even users are not aware of
  • Social reasons
  • Needs may only be recognised in the future
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3
Q

Goals of user research -
People

A

Insights relating to people include users’ skills, personalities, status, abilities, beliefs, habits, motivations, needs, and wants.

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4
Q

Goals of user research -
Activities

A

The tasks that users do and the practices they engage in.

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5
Q

Goals of user research -
Contexts of use

A
  • Physical: natural or built environment
  • Social: relationships
  • Organizational: power structures, division of labor
  • Historical: prior exposure to practices or systems
  • Cultural: beliefs and norms that affect use of the system
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6
Q

User research -
Who is the user?

A

Profiling to determine user groups / target audience -> sample representatives -> consider stakeholders or others indirectly involved.

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7
Q

User research methods -
Open-ended interview

A

Ask users questions about their attitudes, experiences and activities.

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8
Q

User research methods -
Contextual inquiry

A

Observe and speak to users as they do they work.

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9
Q

User research methods -
Observation

A

Observe users while trying to avoid affecting them.

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10
Q

User research methods -
Ethnography

A

Explore the viewpoint of the user through observations, interviews and participation.

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11
Q

User research methods -
Surveys

A

Collect a large sample of structured self-report data.

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12
Q

User research methods -
Diaries

A

Have users keep a diary about their use of interactive systems.

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13
Q

User research methods -
Log file analysis

A

Automatically track what users do with interactive systems.

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14
Q

User research methods -
Archival data

A

Analyse the documents and posts users produce using the interactive system.

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15
Q

Research strategy

A

Research strategy concerns how to select one or more research methods for gathering insights about users.

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16
Q

Research strategy principles

A
  1. Bounded: research methods bound what we can empirically learn
  2. Trading off conflicting criteria - realism, precision, generalizability
  3. Triangulation - combining methods to study the same phenomenon
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17
Q

User research -
Methodological quality

A
  • Validity
  • Reliability
  • Transparency
  • Ethics
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18
Q

Interview structures

A
  • Structured: quantitative or qualitative
  • Unstructured: no fixed schedule or sequence of questions
  • Semi-structured (open-ended)
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19
Q

Open-ended interviews principles

A
  • Interview is flexible in content and structure
  • Has a certain continuity
  • About understanding what the other person says
  • Needs full attention of participants
  • Needs respect and confidence
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20
Q

Micro-phenomenological interviews

A

Understanding the lived experience of users. Focuses on the evocative experience without giving content.

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21
Q

Principles of contextual inquiry

A
  • Context: being close to the activity and interviewee
  • Partnership: collaboration to understand events
  • Interpretation: attempt to create meaning of activity
  • Focus: should aim for depth
22
Q

Approach to interviews

A
  1. Transcription
  2. Analysis
  3. Verification
  4. Reporting
23
Q

User research -
What to focus on?

A
  • Space: layout of observation site
  • Actors: characteristics of people at site
  • Activities: actions of actors
  • Objects: physical elements of site
  • Events: important things that happen
  • Time: sequence of events
  • Goals: what actors attempt to accomplish
  • Feelings: actors’ emotions and moods
24
Q

Principles for analyzing field notes

A
  • Immediate recall
  • Thick description for important events
  • Coding data
  • Validation with participants
  • Realism
25
Q

Cronbach’s alpha

A

Measure of reliability of survey data, by measuring internal consistency of responses.

0 - 1 (max reliability)

26
Q

Representation of people -
Persona

A

A persona is the description of an idealized, non-existing, person that represents a type of user, often based on user research.

27
Q

Persona -
Advantages

A
  • Creating specific individuals to keep design in check
  • Help avoid self-centeredness
  • Prioritize data and important user segments
  • Synthesize complex raw data
  • Can drive empathy by relating to another viewpoint
28
Q

Persona -
Drawbacks

A
  • May be seen as not believable
  • Connection to the original data might be broken
29
Q

Representation of activities

A
  • Scenarios: narrative account of activity/task
  • Customer journeys: accounts of product/service encounter
30
Q

Task Analysis

A

Method for decomposing tasks and presenting them as hierarchically organized sequence of subtasks.

31
Q

Hierarchical Task Analysis (HTA)

A

Established task analysis method that assumes two kinds of relationships between subtasks:
1. Order
2. Part-whole relationship

32
Q

Rich picture

A

A rich picture is a way of representing the insights from user research in a diagram.

It focuses on relations among people and technologies.

33
Q

Goals of user research -
Technologies

A

Existing interactive systems and tools that users engage with

34
Q

Methodological quality -
Validity

A

Whether the conclusions drawn from a study are warranted/accurate.

35
Q

Methodological quality -
Reliability

A

Concerns that user research results are consistent and reproducible.

36
Q

Methodological quality -
Transparency

A

Idea that researchers should make design, data, analysis, and derivation of conclusions accessible and inspectable.

37
Q

Methodological quality -
Ethics

A

Carry out user research requires that the person doing the research carefully considers what is right and wrong in collecting, analyzing, and reporting data.

38
Q

User research -
Drawbacks

A
  • Incoherent systems striving to fulfil a plethora of bewildering user requests
  • Feature creep due to adhering to even the weakest signal in user research
  • Users adapt to systems that offer value, even if systems are not adapted well to human abilities.
39
Q

Observations -
Considerations

A
  • Site of observation: where to observe users
  • Shadowing: follow particular people
  • Data capture and note-taking: records of observation for later analysis and verification
40
Q

Survey research

A

A researcher designs a questionnaire and distributes it to respondents who fill it in.

Surveys used to understand users’ behaviors, experiences, needs and attitudes.

41
Q

Design of survey research

A
  • Research focus: identifying the goals of research
  • Survey types: descriptive or analytic
  • Sampling: how people are approached to respond to a survey
42
Q

Unobtrusive research

A

Form of non-interventional user research that uses traces of users’ behaviour or archival records to make inferences about users and their activites.

43
Q

Four sources of nonreactive data

A
  • Traces obtained by logfile analysis
  • Direct traces are recordings caused by users’ actions
  • Indirect traces caused indirectly via some intermediary
  • Archive data
44
Q

User research -
Verifiability

A

How well the claim can be cross-checked with observations that are independent of the original dataset.

45
Q

User research -
Traceability

A

Documentation of the reasonings that led from original data to the final claim

46
Q

Context models

A

Describe flows, sequences, artefacts, as well as cultural
and physical circumstances related to those actors.

An actor is anything that participates in some active sense in an activity.

47
Q

Context models -
Flow model

A

Enumeration of the main actors in context and their relationships

48
Q

Context models -
Sequence model

A

Ordered list of actions needed to complete a task

49
Q

Context models -
Artefact model

A

Description of interactions among artefacts in a workflow

50
Q

Context models -
Cultural

A

Expression of different beliefs, values, and practices that the involved actors may have

51
Q

Context models -
Physical

A

A model of the physical space and the actors’ movement in the
space