Unit 3 Flashcards

1
Q

Prototyping

A

Timeline of prototyping
Functional prototypes comes to the end
Fidelity-the clarity of the task
Scope - horizontal design as a whole prototype one in detail is vertical prototype

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2
Q

5 tips for protyping

A
Keep prototypes easy to change
Make it clear that it's a prototype
Be creative
Evaluate risks
Prototype for feefback
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3
Q

Design life cycle

A
Needfinding
Design alternativres
Prototypin
Evaluation
This cyclically happens
Teh fidelity keeps increase
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4
Q

Evaluation

A

Qualitative
Empirical
Predictive evaluation

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5
Q

What to evaluate 5 tips

A
Efficiency
Accuracy
Learnability- becaoming expert in the task time taken
Memorability- to remember the steps
Satisfaction-relieve of cognitive load
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6
Q

Evaluation timeline

A

The nature of the evaluation changes over time
formative to summative
Qualitative, predictive to empirical
Lab settong- field setting

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7
Q

Evaluation Desi gn

A
Define the task
Define performance measures
Develop experiment
Recruit participants
Do the experiment
Analyse the data
Summarise the data
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8
Q

Qualitative evalution

A

What do unlike dislike
Similar to needfinding
Synchronous and asynchronous
Capture by- note taking(non-intrusive,cheap),recorded(automated ,comprehensive,passive)(intrusive,difficult to analyse) software logging

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9
Q

5 tips , qualitative evaluation

A
Run pilot studies
Focus on feedback
Use questions
Instruct users what to do
Capture satisfaction
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10
Q

Empirical evaluation

A

Formal or numeric
Counting errors- some tangible number
Across subjects
Within subjects - diffrent treatments both
Hypothesis testing- opposite is true(null hypothesis)
Less than 5% difference then not considered

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11
Q

Tips for empirical evaluation

A
Control what u can document what u can't
Limit your variables
Work backwards
Script anlayses in advance
Pay attention to power
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12
Q

Predictive evaluation

A

Preduct theusers actions and results
Goms - heuristics
Simulation based evaluation

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13
Q

Cognitive walkthrou

A

Look and imagine the interface being used by a use

Predicting and noting

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14
Q

Evaluating prototypes

A

Qualitative
Empiricale /quantities
Predictive evaluation

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15
Q

Agile life cycle

A
Dev is cheaper
Importance of the user - user centric design
5 principles
User involvement
Collaboration and culture
Prototypin
Project lifecycle
Project mgmt
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16
Q

A/b testing

A

The beta version is rolled out to some users
Optimily
The best one is selected

17
Q

Tips for mitigating risk

A
Start more traditional
Focus on small changes
Adopt a parallel track method
Nested cycles
Be careful with consistency
18
Q

Approaches to user centred design

A

Participatory- one designer is also the user
Action researvh- understanding of the problem
Interactive design