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
Q

Serious Claim?

A

All of the requirements for an interactive system cannot be determined from the start

26
Q

The result?

A

Systems must be built and the interaction with users observed and evaluated in order to determine how to make them more usable

27
Q

Usability Specification?

A

Usability attribute/principle
Measuring concept
Measuring method
New level/worst case/planned level

28
Q

Problems?

A

Usability specification requires level of detail that may not be possible early in design

29
Q

Traditional Usability Categories?

A
Effectiveness
- Can you achieve what you want to
Efficiency
- Can you do it without wasting effort?
Satisfaction
- Do you enjoy the process
30
Q

Top 5 Criteria by which measuring method can be determined?

A
  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
Q

The problem with usability metrics is that?

A

they rely on measurements of very specific user actions in very specific situations

32
Q

Iterative design?

A

overcomes inherent problems of incomplete requirements by cycling through several designs, incrementally improving upon the final product with each pass

33
Q

On the technical side?

A

Iterative design is described by the use of prototypes - artifacts that simulate or animate some but not all features of the intended system

34
Q

Management side potential problems?

A

Time (Building prototypes takes)
Planning (Do managers have experience)
Non-Functional Features (Safety and reliability)
Contracts (Documentation and binding contracts)

35
Q

What is a Prototype?

A

Working representation of a final artifact

36
Q

Prototype dimensions?

A

Representation (Form of the prototype)
Precision (Level of detail)
Interactivity (Watch-only vs fully interactive)
Expected Life Cycle of Prototype

37
Q

3 Main approaches to prototyping?

A

Throw-away
Incremental
Evolutionary

38
Q

Throw-Away Prototype?

A

The prototype is built and tested. The design knowledge gained is used to build the final product. The actual prototype is discarded.

39
Q

Incremental Prototype?

A

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
Q

Evolutionary Prototype?

A

The prototype is not discarded and serves as the basis for the next iteration of design.

41
Q

Fidelity refers to the?

A

Level of detail

42
Q

High Fidelity?

A

Prototypes look like the final product

43
Q

Low Fidelity?

A

Artists renditions with many details missing

44
Q

Why use Low-Fi Prototypes?

A

Traditional methods take too long
Can instead simulate the prototype
Kindergarten building skills

45
Q

Advantages of Low-Fi Prototypes?

A

Takes only a few hours
Can test multiple alternatives
Almost all interaction can be faked

46
Q

Disadvantages of Low-Fi Prototypes?

A
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
Q

Some of UI Prototyping Tools?

A
Outpost
Denim
Suede
Topiary
SketchWizard
48
Q

Why use Prototyping Tools?

A

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
Q

Techniques for prototyping?

A

Storyboards

  • Need not be computer based
  • Can be animated

Limited functionality simulations

50
Q

Constructing the Model?

A

Set a deadline
Draw a window frame on large paper
Put different screen regions on cards

51
Q

Pitfalls of Prototyping?

A
  1. Need a good start point

2. Need to understand what is wrong

52
Q

Warning about iterative design?

A

Design inertia - early bad decisions stay bad

Diagnosing real usability problems in prototypes is hard

53
Q

Design rationale is?

A

Information that explains why a system/application is the way it is.

54
Q

Benefits of design rationale?

A
  • Communication through life cycle
  • Reuse of design knowledge across products
  • Enforces design principle
  • Presents arguments for design trade-offs
55
Q

Types of Design Rationale?

A

Process Oriented

Structure Oriented

56
Q

Process Oriented?

A

Preserves order of deliberation and decision making

57
Q

Structure-Oriented?

A

Emphasized post hoc structuring of considered design alternatives

58
Q

IBIS?

A

Issue-based information system.

Basis for much of design rationale research
Process-oriented
Main elements:
- Issues
- Positions
- Arguments
59
Q

QOC?

A

Questions
Options
Criteria