L6 - Task Analysis, Design principles and Prototyping Flashcards
What are components of a successful design?
- identify users expectations/ideals and needs/constraints
- effective planning
- steps&safety nets approach
- iteratively test and refine (plan a lot of time for this)
What is understood under the Sequential development life cycle (SDLC)?
- describes different stages (performing different stages) -> one serving as key for the next (they do not interupt each other)
- > to develop and plan a project
- > these models are never seen in linear fashion
Name the steps of the waterfall model (an SDLC model):
- feasibility (= Durchführbarkeit)
- plan
- design
- build
- test
- production
- support
How is the Addie model described (an SDLC model)?
Addie; for Analysis, design, development, implementation and evaluation
- > each stage being done at a given order with focus on reflection and iteration (used in a cyclic manner)
- > evaluates each stage
How is the double diamond model described (an SDLC model)?
- > discover and define first (clearly stated)
- > meaning; find everything that has been done so far (research) -> narrowing down the problem to specific problem definition
- > then develop and deliver
- > meaning; architecture and idea generation -> prototyping and testing
generally: from design the right thing to design things right
How is the Agile model described (an SDLC model)?
-> iterative and incremental
-> flexibility (allowing for frequent change) and constant output (making collaboration between designer and client easier -> work together until end of project)
-> communication is key
-> model identifies discrete modular tasks and deliverables wich are tackeld in short prints and tetsed
(one sprint: review, test, build, plan)
Key difference between the waterfall and agile model?
- > the agile model delivers troughout the process (chance to fail at beginning high)
- > the waterfall model jsut delivers in the final end (all the risk at the end)
Basic understanding of user centered design (UCD)?
- > concerning users point of the view from the beginning and througout
- > keeping view on user´s reality -> users often find a way to cheat the systems (finding the easiest way to use the apllication)
How is the user centered design cycle described?
- project starts
- user research and analysis (identifying target user properly) -> getting into users head
- concept design (low fidelity) -> what should people do with the product and how (understanding of how to interact)? -> identifying known analogies for user
- user testing prototypes; seeing if usage is as intended, mistakes, unclear parts -> task analysis
- detail design (mid- to high fidelity)
- measure and develop
- deliver
- might start all over (cyclic behaviour)
What are two methods to map your users (+ brief description of these)?
- mindmap: user research as input, structure knowledge (linking)
- persona: fictional summary of user, like a profile, checking if design fits that group
How does the creative process go?
- define; problem defintion
- create: diverge, as many ideas as possible
- decide: converge, choose best alternatives
- > smaller versions before project starts
Interface metaphors and analogies
- > combining familiar knowledge with new one
- > make it understanable
- > good interaction = good communication
5 interaction types?
instructing, conversing, manipulating, exploring and responding
What does the concrete design imply?
defining the functions the product will perform and define how different functions are related to each other (what information is needed)
-> defining user range
Graphic/visual design (user centred experience)
look, what it conveys, its theme and visual narrative
information architecture/design (user centred experience)
its organisation, allowed choices
UI design (user centred experience)
how it shows it interactions possibilities
interaction design (user centred experience)
how it works while interacting
web/platform design (user centred experience)
how it works in browsers/platforms
UX design (user centred experience)
experience of design
development (user centred experience)
how it functions
story boards (user centred experience)
- drawing all implications
- show what´s needed on development side
- sample scenario (product usage)
- > simple
- > animations, transitions and feedback
- > conveys key visual elements/experience
service blueprint (user centred experience)
extensive display of each stage and it happenings of a poject
Which three stages does prototyping have? (+ brief defintion of prototyping)
- low-, 2. medium- and 3. high fidelity prototyping
-> all of them should be considered at the different stages
= concrete manifestation of an idea, allowing designer to communicate their ideas and user to try them out -> encourages reflection in design
Low fidelity prototyping
- interactions but no aesthetics
- simple, quick
- just simple functions
Mid-fidelity prototyping
- all interactions, no aesthetics
- > all practicalities
High-fidelity prototyping
- aesthetics and interaction
- > full functionality
- > user should treat it as real product (honest feedback needed)
what are wireframes?
placeholders; for things you expect to see (links should be tested)
-> architecture and layout
detail design
- cycling within the different fidelity types
- > going from one to next prototype stage and designing for alternatives until one is satisfied with it
GOMS (task analysis)
-> basic model description
- in define stage of double diamond design
Goals, Operators, Methods and selection rules
-> processor-based model of the user (input-actions-ouput (observable))
GOMS: Goals
- identifying broad goal and subdivide in individual goals
1. user needs to find information of what to do (gather/locate them -> signififers needed)
2. input the answer (do action)
3. actual movement
4. identifying task if necessary (go on)
GOMS: Methods
methods to achieve the goal (several ones possible)
-> check with method user prefers
GOMS: Operators
defining how user move within device, decide on needed operators for that
-> therfore, breaking down the porblem to identify these
GOMS: selection rules
- > choosing the methods
- minimise travel, agency and presence, motivation and engagement (rules that help selection)
Cognitive Task Analysis (CTA)
-> basic model description
describes the processes going on in the inside (considering the mental model -> how user performs a task)
-> memory, attention and cognitive load
How does the CTA work?
-> how to get these information?
- > considering which types of information are needed
- knowledge of the field
- knowledge representation
- identifying user actions
- how to handle interruptions in the thought process (back-naviagtion)
- > evaluated by “think loud” experiment with user (describing their thought while usage)
How do GOMS and CTA relate?
- > both coming from different side and meet in the middle
- > both should be used (switched between)
- > looking at observable (GOOMS) and internal (CTA) simultanously
What are external constraints -> user constraints?
- pre-technology-experience of user
- cultral backgrounds (cultural differences)
- disabilities + individual risk factors (illness, postural differences, …)
- context of use (supervised or not?)
Interface types in the context of object design
- > appropriate inteface type should be chosen (dependend on context)
- > depends on type of reality which is used (virtual, augmented or mixed)
Which compromises need to be made by prototyping?
- breadth vs depth functionality: little detail - wide range vs. lot of details - few functions
- robustness vs degree of changeability
What is the key question while doing HCI?
-> what are the most significant societal challenges accross the world -> what role can computer science and design play in addressing those?