Lecture 2 Flashcards

1
Q

What are the steps of the Interaction Design process? Explain them and their aims.

A
  1. User Research
    - Discover users, their characteristics, abilities, limitations.
    - Find out about what they do: their goals, the activities they engage in to achieve those goals, the problems they experience, what they need.
    - Find out about where they do it: the context (physical, social, organisational)
  2. Conceptual Design
    - Identify design alternatives
    - Evaluate design alternatives
    - Select design(s) to refine
    - Repeat

Aims:

  • Design high-level concepts
  • Envision user’s future activities
  • Explore alternatives - lots of alternatives
  • Evaluate alternatives
  • Think about new technology and how you can use it
  1. Detailed Design
    - Refine and detail design(s)
    - Evaluate design(s)
    - Select design(s) to retain
    - Repeat

Aims:

  • Choose between alternatives
  • Design details of presentation and interaction
  • Create interactive prototypes
  • Evaluate prototypes
  1. Evaluation
    Aims:
    - Formative evaluation of designs to identify problems and improve
    - Summative evaluation of designs to measure usability with metrics
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2
Q

List the different types of activities for each of the Interaction Design stages (4 points each)

A

User Research

  • Interviews, questionnaires, focus groups, diary studies
  • Observations, ethnography
  • Evaluations of existing systems
  • Litrature
  • Personas, empathy maps, user journeys, task models requirements

Conceptual Design

  • Sketching
  • Brainstorming
  • Low-fi prototyping
  • User journeys, storyboards
  • ‘Borrowing’ inspirations

Detailed Design

  • Wire-framing
  • High-fidelity prototyping
  • Applying guidelines
  • Creating design rationale

Evaluation

  • User testing
  • Expert evaluations e.g. heuristic evaluation
  • Interviews and UX questionnaires
  • Design critique
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3
Q

What is Design Thinking?

A
Empathise 
Define 
Ideate 
Prototype 
Test
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4
Q

When and why do we collect user data?

A

Early in design -> To understand the design problem, understand users, their activities, problems, opportunities etc.

During evaluation of prototypes and systems -> To reveal usability problems, to investigate the UX and to measure usability.

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5
Q

What is Qualitative and Quantitative Data, and what is a key problem with data?

A

Qualitative: All non-numeric data
- Exploring things that you don’t know about or don’t want to measure

Quantitative: All numeric data or data based on numbers
- Measuring things you know you want to measure

Problem: Data contains bias

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6
Q

What 5 key practices should you do when collecting data.

A
  1. Set goals
  2. Identifying participants & how many are needed.
  3. Think about relationship with participants
  4. Triangulation (the use of a variety of methods to collect data on the same topic, which. involves different types of samples as well as methods of data collection)
  5. Pilot studies
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7
Q

What are Direct Observations good for? (3 points)

A
  • Great for finding out what people really do rather than what they say they do
  • Great for getting detailed information and when tasks are difficult to verbalise
  • Focuses on user action and changes of state in the observable world
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8
Q

What are the 2 different types of Observer Involvement?

A
  • Outsider

- Insider

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9
Q

What is Ethnography?

A
  • Writing about people

- When a researcher participates in the use context of a situation for months if not years.

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10
Q

What things should you consider when planning to observe?

A
  • Have a clear purpose
  • Choose a framework (e.g. Robson 2011)
    Space, Actors, Activities, Objects, Acts, Events, Time, Goals, Feelings
  • Decide how to record data
  • Think about how to gain access and ethics
  • Capture the details of what you are observing
  • Highlight and separate personal option from what happens
  • Consider working as a team
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11
Q

Give 5 strengths and 5 drawbacks of observations

A

Strengths:

  • Gets info about activities that have observable behaviour or stages
  • Provides detailed, in-depth information
  • Good for gathering info about activities that involve many steps which might be left out verbally.
  • Good for getting info about activities that are hard to verbalise (skilled behaviour)
  • Good for info about unknown and unexpected activities
  • Useful for confirm info gathered using other techniques.

Weaknesses:

  • Time-consuming
  • Not so useful when the users’ activities are cognitive rather than observable
  • Not so useful for events that happen only occasionally
  • Often not sufficient on its own
  • Involves a greater degree of assuming on the part of the researcher - potential bias
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12
Q

What 3 pieces of information should you focus on getting when interviewing or creating questionnaires?

A
  • Facts - what people know
  • Behaviour - what people do
  • Beliefs/attitudes - what they think or feel
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13
Q

What are the 3 different types of questions and when are they most useful to use?

A

Open: Early design stage

Closed: Evaluation stage

Scale - variant of closed… 1 - 5 Do you agree or disagree?

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14
Q

What are 3 strengths and 3 weaknesses for interviews and questionnaires?

A

Strengths:

  • Faster to carry out than observations
  • Can cover infrequent events e.g. something that happens just once a year
  • And can cover things you can’t observe.

Weaknesses:

  • Information is idealised version of what should rather than what does happen, often generalised and lacking detail
  • Responses may lack accuracy or honesty
  • Danger of researcher bias towards subset of knowledge s/he possesses: you only find out about what you ask about
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15
Q

Summarise “The First Rule of Usability”.

A
  • To design the best UX, pay attention to what users do, not what they say.
  • Past years, the greatest barrier was cool design. Billions of dollars were wasted making flashy looking websites.

Now

  • Public websites now aim to make it easy for customers to do business.
  • Intranets are similar refocused on improving employee productivity with many companies attempting to create order, impose design standards, and enhance navigation on previously chaotic intranets.
  • The battle now is to get companies to do usability right.

Basic rules of usability:

  • Watch what people actually do
  • Do not believe what people say they do
  • Definitely don’t believe what people predict they may do in the future.

Self reported data is typically not very accurate

  • People bend the truth to be closer to what they think you want to hear or what is socially acceptable
  • In telling you what they do, people are really telling you what they remember doing. Human memory is not great.
  • In reporting what they remember, people rationalise their behaviour.

To get reliable feedback conduct formal testing and ask users to fill out a survey at the end.

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16
Q

Summarise “Attractive Things Work Better”

A

Affect is a concept used in psychology to describe the experience of feeling or emotion , the word “affect” as a noun being seldom used in other fields.

  • Beauty should be equal to usability in design. Beauty and pleasure also matter.
  • Users emotion state affects the way they problem solve
  • Good aesthetic experience makes a positive affect, it makes you feel better and therefore has an impact on how you use it, solve problems. If you are in a positive affect state it makes you more creative in responding in a situation, better at problem solving and overlook small design flaws.
  • If you want people to be creative, you should put them in a good mood.
  • Under conditions of great stress you need to get things done. Users won’t be thinking about aesthetics. You need to make the task as easy and usable as possible.
  • If you are in a negative affect, e.g. stressed, you focus on getting the thing done and you don’t think very clearly or cleverly about solving the problem.
  • Think of situation - if you’re designing something that will be used in a stressful situation, has to be purely easy to use. Usability is most important thing here.
  • Different things matter in different situations e.g. tea making in the morning as quickly as possible, rather than the lovely teapots.
  • Process has to be usable and efficient in the morning.
  • How attractive things influence how people feel, and that in turn influences how people use systems.
  • If you’re in a stressful situation, the product has to be really obvious how to operate it.
  • Users emotional state and how that influences behaviour.