Lectures Flashcards

1
Q

Low-fidelity prototypes

A
Verbal
Textual
Paper
Wizard of Oz
(Evaluation is Function)
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2
Q

High-fidelity prototypes

A

Wire-frames (Evaluation is Interface)
Working interface
Physical
Live (Evaluate Performance)

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3
Q

Representation

A

What is the prototype?

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4
Q

Horizontal Prototypes

A

Design as a whole, but in more shallow way

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5
Q

Vertical Prototypes

A

Design small interaction and prototype in detail.

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6
Q

Prototyping Concepts

A

Representation
Fidelity
Evaluation
Scope

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7
Q

Design for Feedback

A

Design Deliberately and get feedback often.

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8
Q

Effective Prototyping

A
Easy to change
Make it clear it's a prototype
Be creative (change if needed)
Evaluate risks (get early feedback)
Prototype for the feedback you want to get
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9
Q

Verbal Prototype

A

Use an analogy like “InstaCart is like Uber for groceries”

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10
Q

Paper Prototype

A

Layout information and screen transition using cards

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11
Q

GOMS Model

A

Goals
Operators
Methods
Selection Rules

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12
Q

GOMS Weakness

A

Leaves out complexity

Assumes user is expert

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13
Q

GOMS Strengths

A

Identify efficiency

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14
Q

GOMS Variations

A

KLM - Key Stroke
CMN - Goal Hierarchy
NGOMSL - Natural language

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15
Q

GOMS Tips

A

Small goals
Nest goals
Descriptive and prescriptive
Assign cost to operators

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16
Q

GOMS Model Type

A

Processor

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17
Q

Cognitive Task Analysis Model Type

A

Predictor

18
Q

Behaviorism

A

What we can observe

19
Q

Cognitivism

A

What people are thinking

20
Q

Cognitive Task Analysis

A

Understanding the thought process for performing a task.

21
Q

Cognitive Task Analysis Strengths

A

Emphasize mental process

Can be used for interface design

22
Q

Cognitive Task Analysis Weaknesses

A

Time-intensive
Deemphasize context
Not suited for novices

23
Q

Cognitive Models

A

CDM - Critical Decision
TKS - Task-Knowledge
CFM - Cognitive Function

24
Q

Distributed Cognition

A

Not just the users mind, but other computes and artifacts together to distribute the cognitive load.

25
Q

Social Cognition

A

Distributed cognition across humans.

26
Q

Situated Action

A

Design in context for novel situations

27
Q

Situated Action (Takeaways)

A

Design in context
Tasks are defined from interaction
Task doesn’t exist until users get started

28
Q

Activity Theory

A

Why the user is doing what they are doing

29
Q

Qualitative Evaluation

A

What users like or dislike

30
Q

Empirical Evaluation

A

Many users, summative, done with comparisons

31
Q

Predictive Evaluation

A

Without users

32
Q

Reliability

A

Same results

33
Q

Validity

A

Accurate data

34
Q

Percision

A

Specificity

35
Q

Generalizabitlity

A

Can extend to people that weren’t in the evaluation

36
Q

Evaluation Tips

A
Efficiency
Accuracy
Learnability
Memorability
Satisfaction
37
Q

Evaluation Design

A
Define Task
Define Performance Measures
Develop Experiment
Recruit Participants
Do Experiment
Analyze the Data
Summarize the Data
38
Q

Predictive Evaluation Types

A
  • Heuristic evaluation – each expert experiments alone to find if a principle is violated
  • Model based
  • Simulation based
  • Cognitive walkthroughs
39
Q

Qualitative Approach

A

Video - Intrusive
Notes - Slow
Software Logging - Limited

40
Q

Qualitative Tips

A
Run pilots
Focus on feedback
Use questions
Tell users what to do
Capture satisfaction