Lecture 9 Flashcards

1
Q

Interaction Design Basics contents?

A
Design
The Design Process
Users
Scenarios
Navigation
Iteration and Prototypes
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2
Q

Design?

A

What it is, interventions, goals, constraints

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3
Q

The Design Process?

A

What happens when

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4
Q

Users?

A

Who they are, what they are like?

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5
Q

Scenarios?

A

Rich stories and design

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6
Q

Navigation?

A

Finding your way around the system

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7
Q

Iteration and Prototypes?

A

Never get it right the first time

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8
Q

The process of design steps (Graph)

A

What is wanted
Analysis
Design
Implement and deploy

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9
Q

The process of design steps? (List)

A
Requirements
Analysis
Design
Iteration and prototyping
Implementation and deployment
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10
Q

HCI in the software process?

A

Software engineering and the design process for interactive systems
Usability engineering
Iterative design and prototyping
Design rationale

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11
Q

Software Engineering is the?

A

Discipline for understanding the software design process, or life cycle

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12
Q

Designing for usability?

A

Occurs at all the stages of the life cycle, not as a single isolated activity

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13
Q

Requirements need?

A

Clarification, refinement, completion, re-scoping

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14
Q

Why “establish”?

A

Requirements arise from understanding users’ needs.

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15
Q

Types of requirements?

A

Functional
Non-Functional
Data

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16
Q

Different context of requirements?

A

Physical
Social
Organisational

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17
Q

Physical?

A

Dusty, noisy, vibration, light, heat, humidity?

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18
Q

Social?

A

Sharing of files, of displays, in paper, across great distances

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19
Q

Organisational?

A

Hierarchy, IT department’s attitude and remit, user support

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20
Q

Characteristics?

A

Nationality, educational background

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21
Q

System use?

A

Novice, expert, casual, frequent

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22
Q

What are the user’s capabilities?

A
Size of hands
Motor abilities
Height if designing kiosk
Strength
Disabilities
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23
Q

Verification vs Validation?

A

Verification
- Designing the right thing

Validation
- Designing the thing right

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24
Q

The formality gap?

A

Validation will always rely to some extent on subjective means of proof

25
Serious Claim?
All of the requirements for an interactive system cannot be determined from the start
26
The result?
Systems must be built and the interaction with users observed and evaluated in order to determine how to make them more usable
27
Usability Specification?
Usability attribute/principle Measuring concept Measuring method New level/worst case/planned level
28
Problems?
Usability specification requires level of detail that may not be possible early in design
29
Traditional Usability Categories?
``` Effectiveness - Can you achieve what you want to Efficiency - Can you do it without wasting effort? Satisfaction - Do you enjoy the process ```
30
Top 5 Criteria by which measuring method can be determined?
1. Time to complete the task 2. Per cent of task completed 3. Per cent of task completed per unit time 4. Ratio of successes to failures 5. Per cent or number of errors
31
The problem with usability metrics is that?
they rely on measurements of very specific user actions in very specific situations
32
Iterative design?
overcomes inherent problems of incomplete requirements by cycling through several designs, incrementally improving upon the final product with each pass
33
On the technical side?
Iterative design is described by the use of prototypes - artifacts that simulate or animate some but not all features of the intended system
34
Management side potential problems?
Time (Building prototypes takes) Planning (Do managers have experience) Non-Functional Features (Safety and reliability) Contracts (Documentation and binding contracts)
35
What is a Prototype?
Working representation of a final artifact
36
Prototype dimensions?
Representation (Form of the prototype) Precision (Level of detail) Interactivity (Watch-only vs fully interactive) Expected Life Cycle of Prototype
37
3 Main approaches to prototyping?
Throw-away Incremental Evolutionary
38
Throw-Away Prototype?
The prototype is built and tested. The design knowledge gained is used to build the final product. The actual prototype is discarded.
39
Incremental Prototype?
The final product is built as a separate components, one at a time. The final product is then released as a series of products, each subsequent release including one more component.
40
Evolutionary Prototype?
The prototype is not discarded and serves as the basis for the next iteration of design.
41
Fidelity refers to the?
Level of detail
42
High Fidelity?
Prototypes look like the final product
43
Low Fidelity?
Artists renditions with many details missing
44
Why use Low-Fi Prototypes?
Traditional methods take too long Can instead simulate the prototype Kindergarten building skills
45
Advantages of Low-Fi Prototypes?
Takes only a few hours Can test multiple alternatives Almost all interaction can be faked
46
Disadvantages of Low-Fi Prototypes?
``` Computer inherently buggy Slow compared to real app Hard to implement some functionality Won't look like the final product End-users can't use by themselves ```
47
Some of UI Prototyping Tools?
``` Outpost Denim Suede Topiary SketchWizard ```
48
Why use Prototyping Tools?
Allows brainstorming Incomplete designs Adds advantages of electronic tools: - Evolve easily - Support for "design memory" - Transition to other electronic tools - Allow end-user interaction
49
Techniques for prototyping?
Storyboards - Need not be computer based - Can be animated Limited functionality simulations
50
Constructing the Model?
Set a deadline Draw a window frame on large paper Put different screen regions on cards
51
Pitfalls of Prototyping?
1. Need a good start point | 2. Need to understand what is wrong
52
Warning about iterative design?
Design inertia - early bad decisions stay bad | Diagnosing real usability problems in prototypes is hard
53
Design rationale is?
Information that explains why a system/application is the way it is.
54
Benefits of design rationale?
- Communication through life cycle - Reuse of design knowledge across products - Enforces design principle - Presents arguments for design trade-offs
55
Types of Design Rationale?
Process Oriented | Structure Oriented
56
Process Oriented?
Preserves order of deliberation and decision making
57
Structure-Oriented?
Emphasized post hoc structuring of considered design alternatives
58
IBIS?
Issue-based information system. ``` Basis for much of design rationale research Process-oriented Main elements: - Issues - Positions - Arguments ```
59
QOC?
Questions Options Criteria