User Experience Flashcards
What underlies the UX?
-Processes
-Systems
Where does UX come from and where is it going?
-Marketing
-Industrial design
-Human-Computer Interaction
-Digital Business Models
What does UX require?
-Creators
-Consumers
-Power Consumers
The world according to Norman
-Discoverability
-System Image
-Affordance
-Signifiers
-Conceptual Model
-Feedback
-Mapping
Discoverability
-Is it possible to figure out what actions are possible?
-Is it possible to figure out how to perform them?
Affordance
-determine what actions are possible
-Relationship b/w properties and capabilities
-perceivable
-critical for designers
-implied by the design
-e.g. a chair, mug for coffee
the relationship between the properties of an object the capabilities of the person that determine just how the object could be used
Signifiers
-communicate where the action should take place
-Anything that may signal meaningful information
-Signify what to do
-any remark or sound, a perceivable indicator that communicates appropriate behavior
communicates where actions should take place; any mark or sound, any perceivable indicated that communicates acceptable behavior to a person
Mapping
-Relationship b/w the elements of two sets of things
-A device is easy to use when the set of possible actions is visible
Feedback
-Communicating the results of an action
-immediate, informative
Conceptual Model
-Represent our understanding of how things work
- an explanation, usually highly simplified, of how something works Framed by the affordances, signifiers, constraints, and mappings
-mental model
System Image
-Designer’s Concept
-User’s concept
-Communication is the key
what the device looks like, what we know from using similar things in the past, what was told to us in the sales literature and manuals.; perceived from the physical structure that has been built
conveys designer’s conceptual model to the user
Root Cause Analysis
-Identify the problem
-Define the problem
-Collect Data
-Identify Possible Causal Facto
-Identify the Root Cause
-Recommend & Implement Solutions/Changes
investigate an accident until a single, underlying cause is found
Errors
-Slips
-Action-Based
-Memory-Lapse
-Mistakes
-Rule-Based
-Knowledge-based
-Memory-Lapse
Slip
-Intent does not match action
-Action Based
-Memory Lapse
- an
unintentional
action
occurs when a person intends to do one action and ends up doing something else
Mistake
-Wrong Goals or Plan
-rule based
-knowledge based
-memory lapse
- failures of
planning
Memory Lapse - Mistakes v Slips
Mistakes
-errors in choosing an objective or specifying a method of achieving it
Slips
-errors in carrying out an intended method for reaching an objective
How to combat slips and mistakes?
-Understand the design and the user
-Usability testing
-Discoverability of errors
-availability of help
-checklists
-provide assistance to users through visual clues, feedback
Human Error - Slips and mistakes
slip
-understand system and goal
-correct formulation of action
-incorrect action
Mistake
-may not even have the right goal
Fixing things?
slip-better interface design
mistake-better understanding of system
Design Process: Problem/Opportunity Identification
1.Understand
-Empathize
-Define
2.Explore
-Ideate
-Prototype
3.Materialize
-Test
-Implement
Project Research - Gathering Requirements
-People
-User Experience
-Processes
-Data
Intended Users - “People”
-interviews
-observations
-secondary research
-LinkedIn, social media channels
Processes
-Primary Research
-Secondary Research
-Observation
-Interviews
Data
-go to the site or app - what is being collected?
-sign up for the mailing list - what information is generated
-Think of the processes - what data might be needed to complete them
Compiling the details
-Make a list of critical findings
-Persona map
-Data Map
-Visuals
-Collaboration tools
Human Centered Design
-Ensure that people’s needs are met
-usable and understandable products
-accomplishes desired tasks
-experience is positive & enjoyable
Human Centered Design Cycle
- Observation
- Idea Generation
- Prototyping
- Testing
ACD & Tasks vs. Activities
-Design for the Activity - the task is the support
-Focusing on specific tasks is too limiting - what do you want
The Gulf of Execution
-The gap b/w the user’s goals for actions and the means to execute that goal
-plan, specify perform
-the easier it is to plan,
specify, and perform, the
gulf of _________ is
The Gulf of Evaluation
-The gap b/w the external stimulus and the time it takes the user to understand what it means
-perception: what
happened, feedback
-Interpret: how you
interpret the feedback
Three Levels of Processing
-Visceral
-Behavioral
-Reflective
7 Stages of Action
- Goal
-Plan
-Specify
-Perform
World
-Perceive
-Interpret
-Compare
- Goal (What do I want to accomplish?)
- Plan (What are alternative action sequences?)
- Specify (What can I do?)
- Perform (How do I do it?)
- Perceive (What happened?)
- Interpret (What does it mean?)
- Compare (Is this okay? Have I accomplished my goal?)
Visceral
-Most basic level of
processing
-Quick judgments about
the environment (subconscious)
-Respond quickly and
subconsciously - without
awareness or control
Behavioral
-Home of learned skills and triggered by situations that match appropriate patterns
-Every action is associated with an expectation
largely subconscious
Reflective
-Conscious Cognition
-Deep understanding
-Reasoning and conscious decision making
-Evaluation of the circumstances, assessing blame or responsibility
-Highest levels of emotions
emotions like guilt and pride
Understanding
What does it all mean? How is the product supposed to be used? What do all the different controls and settings mean?
Steps of Usability Testing
- Scope
- Schedule
- Scenarios
- Metrics
Stages of Human Centered Design
Iterate over:
1. Observation
2. Ideation
3. Prototyping
4. Testing
Task
lower-level components of activities, like “drive to the market”;
restrictive in design
Activity
high-level structures, like “go shopping” consisting of many tasks;
should be the focus of design
Learned Helplessness
when people experience repeated failure, then decide the task cannot be done, and they stop trying; self-fulfilling prophecy