Midterm Review Flashcards
HCD
Human Centred Design; focused on designing for human needs, limitations and contexts in mind
HCI
Human Computer Interaction; optimizing the way humans interact with systems
Norman Doors
Doors with misleading design, causing users to push/pull incorrectly
Good design involves ____ and ____
discoverability; understanding
What decade did HCD become a concern?
1980s
4 Principles of HCD
People-centred
Find the right design problems
Systemic approach
Small and simple interventions
HCD and HCI together are ____
interaction design
What is interaction design?
Designing interactive products to support the way people communicate and interact in their everyday and working lives
Mental Models
Internal representation/cognitive frameworks
What happens if Mental Models don’t align with reality?
People become confused, frustrated, angry, find workarounds and give up using things
What are New Concepts?
They establish new ways of interacting with things
Metaphors
Help people access existing mental models and use them when interacting with things based on new concepts; desktop
Library Search Terminal
Search for and retrieve relevant indexed information resources
Gulf of Execution
Revisit mental models
Figure out how a device/interface operates
Act
Gulf of Evaluation
Assess system feedback and communication
Compare actual outcomes with expected
Assess next steps
FeedForward
Information that helps users execute actions
FeedBack
Information that helps users evaluate actions
7 Fundamental Principles of Interaction Design
Affordances- what users allowed to do
Constraints- opportunities and limitations for users
Discoverability/Visibility- clear signs and cues to show what user can do
Signifiers- communicate what actions possible and where
Mappings- establish what navigation systems are allowed
Feedback- communicates the outcomes of user’s actions
Conceptual Model- a high-level description of how a system is organized/operates
Conceptualizing Interaction
“Translate” human-interactions into design concepts
4 Key Components of a Conceptual Model
- Metaphors and Analogies
- Task Domain Objects (eg. Home button on iPhone)
- Relationship between Task Domain Objects
- The Mappings between concepts
5 Types of Interaction
Instruct, Converse, Manipulate, Explore, Respond
Design Thinking
Methodology used by designers to solve complex problems, and find desirable solutions for clients
5 Steps of Design Thinking Process
empathize, define, ideate, prototype, test
Empathize stage
Identify users and understand their goals, achieved through exploratory research, make sense of data through mental models, divergent thinking
Define
Synthesize insights, define the problem, create a problem statement
Ideate
Exploring ideas to solve the problem, brainstorming
Approaches in Ideate
Storyboard, brainstorm, user-flow
Information Architecture
Focus on navigation, labelling, structuring content for efficient user-interaction
6 Gestalt Laws
- Similarity
- Continuity
- Proximity
- Closure
- Common Region
- Good Figure
Different Accessibility Concerns (5)
Colour-contrast, Text Readability, Keyboard Navigation, Screen-Reader Capability, Alternative Input Methods
ARIA
Accessible Rich Internet Applications
WCAG
Web Content Accessibility Guidelines
Directly vs Indirectly Exploratory Research
Directly- Observations, interviews, surveys
Indirectly- Product reviews, social media posts, secondary data
Problems with Design Thinking
Laundry list of what should be involved, a feeling that most devices/interfaces look the same
Mental Model versus User’s Journey
Mental Model: How user imagines the interaction (expectation)
User Journey: frequent tasks, problems and workarounds (reality)
What is an Empathy Map?
A chart based on 4 labels about users: says, thinks, feels, does.
Should include insights like what users want to know, notes about mismatched mental modes, benefits of product, pain points
What is an Experience Map?
Understand a specific experience from the user’s perspective, like pregnancy
Highlights the phases that users go through
User Journey: Tasks
Should be representative
Will likely have a set of sub-tasks
Frequency, importance and/or experience-based
User Journey: Scenario
Immediate context in which interactions happen
Based on a frequent problem, user’s goals and representative task
User Journey: Expectations
Based on user’s mental models
User’s expectations on how interactions should happen (e.g., features, actions and feedback)
User Journey: Phases
Represents the steps and actions required to complete tasks.
Highlights the features utilized, the problems encountered, and the workarounds implemented to address these problems
User Journey: Insights
An analysis of your user’s interactions
Based on gaps between mental models and experiences with your technology
Preliminary assumptions for why users encounter problems and possible ways of solving these problems
Affinity Diagram
Aims to identify recurring problems, needs, and goals as perceived by multiple stakeholders, including designers, developers, researchers, and product managers
Scenario-based Design
Maps interactions and events throughout a typical day, identifying when users allocate time to complete tasks using the technology
What does Scenario-based Design aim to do?
Aims to highlight problem-solving, decision-making, workarounds, and situations that trigger the user to engage with the technology
Jobs-To-Be-Done Framework
Focuses on task analysis by detailing the actions users take while completing tasks.
Describes a sequence of steps (i.e., processes) commonly observed when users interact with a specific technology.
What are Personas?
Recurring characteristics, expectations, how you will solve the problems, other relevant info
Ideation Goals
Expand your design goals into list of features, functionalities and layout changes.
Approaches to Ideation
Brainstorming, Storyboarding, User Flow/Flowcharts
Interfaces are categorized based on:
Function- intelligent/adaptive
Input/Output- touch/voice/gesture
Interaction- command-based, GUIs, multimedia
Guidelines for Interface Design (3)
- Information Architecture
- Gestalt Laws
- Interface Design Manuals
Structural Approaches (3)
- Hierarchy (Top-down): Information is structured in levels, from broad to specific.
- Database (Bottom-up): Information is organized based on user queries and relationships.
- Hypertext (Nonlinear): Information is interconnected through links, allowing flexible navigation.
IA Labelling
Utilizes index-terms such as keywords, tags and headings to support efficient searching
IA Navigation
Helps users understand their current location and available options within an interface
Interface Design Manuals
IBMs Carbon Design
Apple’s Human Interface Guidelines
Google’s Material Design
4 Frequent Design Issues
Confusing Interaction Design, Inconsistent Input Patterns, Cumbersome & Sluggish Controls, Cognitive Load & Frustration
6 Key Components of a Usability Test Protocol
Objectives and research questions, participant criteria, usability test format, task(s), metrics to collect, post-test evaluation
What do metrics measure?
Effectiveness, efficiency,
satisfaction, engagement and learnability.
Popular Metrics in Usability Testing
Task success rate, time on task, error rate, completion rate, user satisfaction ratings
What are the 6 dimensions of a NASA-TLX survey?
Mental demand, physical demand, temporal demand, performance, effort, frustration
Formative evaluation
Conducted throughout the development process to refine prototypes.
Summative evaluation
Conducted post-launch to assess real-world usability and performance.
What are the 3 study design types for experiments?
Within-participants, between-participants, or matched participants
Within-participant testing
Participants experience all conditions (e.g. testing two different UI layouts with the same users.)
Between-participant testing
Different groups experience different conditions.
Matched participants testing
Participants are paired based on characteristics (e.g., expertise, gender).
What is A/B Testing?
A between-participants experiment where users are randomly assigned to different product versions.