ID Flashcards
Who invented the Mouse? When was that?
Douglas C. Engelbart 1964
What does Xerox PARC stand for? Why do you need to remember that?
Palo Alto Research Center. Many innovations in interaction design were invented at Xerox PARC. Xerox Star but also: ethernet, laser printer…
Name and explain the four components of Engelbart’s framework. Is this still applicable today? What changed?
- Artefacts
- Language
- Methodology
- Training
Today we don’t assume that users have to train to use technology
Which interaction design concept of Xerox Star is still used in computers today?
The desktop metaphor
What does WYSIWYG mean? Name one example! Where was it invented?
What you see is what you get, e.g. MS Word. Xerox PARC
Name four disciplines that intersect with interaction design according to Saffer, 2009
User-Expereince Design, Industrial Design, Human Factors, Usability Engineering, Human Computer Interaction, User Interface Engineering, Communication Design, Information Architecture
Marc Weiser
The computer for the 21st century
WIMP
- stands for “window, icon, menu, pointing device”
- coined by Merzouga Wilberts in 1980 -is often incorrectly used as an approximate synonym of “GUI”.
Explain: Bill Verplank: “How do you do?”
How do you affect the world? You can grab hold of a handle and manipulate it, keeping control as you do it.
Explain: Bill Verplank: “How do you feel?”
How do you get feedback? That’s where a lot of feelings come from; a lot of our emotions about the world come from the sensory qualities of those media that we present things with.
Explain: Bill Verplank: “How do you know?”
The map shows the user an overview of how everything works, and the path shows them what to do, what they need to know moment by moment
Explain: Douglas Engelbart: Artefacts
physical objects designed to provide for human comfort, the manipulation of things or materials, and the manipulation of symbols.
Explain: Douglas Engelbart: Language
the way in which the individual classifies the picture of his world into the concepts that his mind uses to model that world, and the symbols that he attaches to those concepts and uses in consciously manipulating the concepts (“thinking”).
Explain: Douglas Engelbart: Methodology
the methods, procedures, and strategies
with which an individual organises his goal-centred (problem-solving) activity.
Explain: Douglas Engelbart: Training
the conditioning needed by the individual to bring his skills in using augmentation means 1, 2, and 3 to the point where they are operationally effective.
Bill Verplank: Paradigms
Tool, Media, Life, Vehicle, Fashion
Bill Verplank: Paradigm: Tool
Doug Engelbart, the inventor of the computer mouse, thought of the computer as a tool. Styles of interaction changed from dialogs, where we talk to a computer and a computer will talk back to us, to direct manipulation, where we grab the tool and use it directly. The ideas of efficiency and empowerment are related to this tool metaphor.
Bill Verplank: Paradigm: Media
In the nineties, designers thought of computers as media, raising a new set of questions. How expressive is the medium? How compelling is the medium? Here we are not thinking so much about a user interacting with or manipulating the computer, but more about them looking at and browsing in the medium.
Bill Verplank: Paradigm: Life
Starting in the mid nineties, people have been talking about computer viruses or computer evolution; they are thinking of artificial life. When the program has been written, it is capable of evolving over time—getting better and adapting. The programmer is in a way giving up responsibility, saying that the program ison its own.
Bill Verplank: Paradigm: Vehicle
Another metaphor is the computer as vehicle, and we have to agree on the rules of the road. There has to be some kind of infrastructure that underlies all computer systems. People spend their careers determining the standards that will define the infrastructures, and hence the limitations and opportunities for design.
Bill Verplank: Paradigm: Fashion
The media metaphor plays out to computers as fashion. A lot of products are fashion products. People want to be seen with the right computer on. They want to belong to the right in-crowd. Aesthetics can dominate in this world of fashion, as people move from one fashion to another, fromone style of interaction to another style.
Explain: Affordance (James Gibson, 1966; Donald Norman, 1988)
An affordance is a property, or multiple properties, of an object that provides some indication of how to interact with that object or with a feature on that object. Appearance is the major source of affordances.
4 Elements of Interaction Design?
Affordance, Space, Time, Motion
Explain element of Interaction Design: Space
Space provides a context for motion. Where is the action taking place ? How are the constraints of the space ? All interactions take place in a space.
Explain element of Interaction Design: Time
Movement through space takes time to accomplish. UX designers need an awareness of time. Some tasks are complicated and take a long time to complete. Times creates rythm (e.g. wait time, intended delays, unintended delays, battery, etc…)
All interactions take place over time.
Explain: Fly on the Wall mehtod
How? Observe and record behaviour within its
context, without interfering
with people’s activities.
Why? It is useful to see what people do in real
contexts and time frames,
rather than accept what they say they did after
the fact.
Example. By spending time in the operating room, the
designers were able to observe and
understand the information that the surgical
team needed.
Design Research: Fly on the Wall mehtod
How? Observe and record behaviour within its
context, without interfering
with people’s activities.
Why? It is useful to see what people do in real
contexts and time frames,
rather than accept what they say they did after
the fact.
Example. By spending time in the operating room, the
designers were able to observe and
understand the information that the surgical
team needed.
2 Interview Question Types
- ‘closed questions’ have a predetermined answer format, e.g., ‘yes’ or ‘no’
- ‘open questions’ do not have a predetermined format
- Closed questions are easier to analyse
Interview what to avoid
- Long questions
- Compound sentences - split them into two
- Jargon and language that the interviewee may not understand
- Leading questions that make assumptions e.g., why do you like …?
- Unconscious biases e.g., gender stereotypes
Explaiin: Props
Props - devices for prompting interviewee, e.g., a prototype, scenario
Evaluation - Summativ vs. Formativ
SummativeEvaluation
“Wie gut ist es geworden?” –BewertenQuantitativ
Abschließend, zusammenfassend, kriteriumsorientiert
Z.B. “Zertifizierung”, Fragebögen, Effizienzmaße
Formative Evaluation
“Was muss wie umgestaltet werden?” -Verstehen Qualitativ Prozessbegleitend, verbesserungsorientiert
Z.B. “Design Theatre”, Rollenspiel mit Requisiten
Evaluation - Analytisch vs. Empirisch
Analytische Evaluation
Expertenurteil, Begutachtung
Oft einzelne Urteile
Durch Expertise urteilen
Empirische Evaluation
Laienurteile, Laienperformanz
Mehrfacherhebungen, Gruppenvergleiche
Die Erfahrung sprechen lassen, statistische Analyse möglich
Evaluation - Aufgabebezogen vs. Erlebnisbezogen
Aufgabenbezogen
Festlegung eines instrumentellen Ziels
Definition von UseCases, z.B. ein Kalendereintrag, eine E-Mail schreiben
Oft Fokus auf objektive Maße, z.B. Zahl der Nutzungsprobleme, Aufgabenbearbeitungszeit
Erlebnisbezogen
Ganzheitliche Betrachtung des Nutzererlebens
Wie fühlen sich Nutzer, was erleben sie, wie beschreiben sie das System, welche Assoziationen verbinden sie mit der Nutzung?
Oft Fokus auf subjektive Maße, z.B. erlebte Effizienz, Zufriedenheit, Emotionen
Evaluation - Befragen -Quantitativ vs. Qualitativ
Quantitativ Vorgegebene Antwortkategorien Schnelle Durchführung Einfache Auswertung "Wie fühlen Sie sich auf einer Skala von 1-9?" numerisch
Qualitativ Freie Antwortmöglichkeiten Aufwändigere Durchführung Macht Vergleiche schwierig "Wie fühlen Sie sich?" Kann Aspekte erfassen, die bei quantitativer Messung verloren gehen könntenverbalisiert
Evaluation - Befragen –schriftlich vs. mündlich
Fragebögen –”schriftliche Befragung”
Unterschiedliche Item-Formate
Fakten –”Die Software bietet mir eine Wiederhol-Funktion für wiederkehrende Arbeitsschritte”
Beurteilungen –”Zur Erkundung des Systems durch Versuch und Irrtum wird ermutigt”
Gefühle –”Das System ist sehr unangenehm”
Mündlich –Interview
individuelle Vertiefung einzelner Aspekte
Klärung von Verständnisproblemen
tieferes Verständnis des subjektiven Erlebens einer Person
Hinweise auf unentdeckte Phänomene aufwändigere Auswertung, statistische Aussagen schwierig
Evaluationsinhalte
-Produkturteile zur Usability "Das Produkt ist praktisch" -Leistungsdaten Zeit für Ausführung eines Tasks -Produkturteile zu Ästhetik "Das Produkt ist schön" -Charakterisierung "Das Produkt wirkt sympathisch" -Emotionen "Während der Nutzung des Produkts fühlte ich mich gut" -Psychologische Bedürfnisse "Während der Nutzung des Produkts hatte ich das Gefühl, anderen Menschen nahe zu sein"
PragmatischeProduktattribute
_praktisch, nützlich
_instrumentelleZiele, do-goals
Hedonische Produktattribute
_schön, aufregend, spannend
_erlebnisbezogeneZiele, be-goals
ISONORM 9241/110
misst die 7 Aspekte der Gebrauchstauglichkeit (Usability), Was wird gemessen?
Was wird gemessen:
- Aufgabenangemessenheit
- Selbstbeschreibungsfähigkeit
- Steuerbarkeit
- Erwartungskonformität
- Fehlertoleranz
- Individualisierbarkeit
- Lernförderlichkeit
ISONORM 9241/110 misst die 7 Aspekte der Gebrauchstauglichkeit (Usability), Was wird gemessen?
Was wird gemessen:
- Aufgabenangemessenheit
- Selbstbeschreibungsfähigkeit
- Steuerbarkeit
- Erwartungskonformität
- Fehlertoleranz
- Individualisierbarkeit
- Lernförderlichkeit
SAM - SelfAssessment Manikin
Sprachfreies Messinstrument zur Messung der Dimensionen Valenz, Arousalund Dominanz. “Welche affektiven Reaktionen entstehen bei der Nutzung?”
PANAS - Positive andNegative AffectSchedule
misst positiven und negativen Affekt. “Wie fühlt man sich nach der Nutzung?”
INTUI
Semantisches Differential zur Messung der Subkomponenten intuititiverInteraktion. “Wie intuitiv wird die Benutzung erlebt?”
Interaktionsvokabular
Semantisches Differential zur Messung der Interaktionswahrnehmung. “Wie nehmen Nutzer die Interaktion wahr?”
Gillian Crampton Smith
- established the first Interaction Design MA program at the Royal College of Art (RCA)
- was the founder and academic director of the Interaction Design Institute Ivrea (IDII)
Stu Card (person)
-joined Xerox Palo Alto Research Center
(PARC) in 1974 -aimed at perfecting scientific methods to integrate with creative design -developed a process to predict the behaviour
of a proposed design, using task analysis, approximation, and calculation -proposed a partnership between designers
and scientists, by providing a science that supports design.
Tim Mott
- collaborated remotely with Xerox Palo Alto Research Center (PARC) and Larry Tesler
- worked on a new publishing system that included a “desktop metaphor” -invented a “user centred design process” with Larry Tesler -later co founded Electronic Arts (EA)