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Loren Terveen CS 5115, Fall 2010 October 4. More Prototyping, Cognition/Design, and Design Principles. Hall of Fame/Shame. Denny Vien Stephen Pham. Hall of Shame - Abacus. Visibility : No numbers Affordances : Basic Arithmetic Mapping : only does one function, moving left and right.
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Loren Terveen CS 5115, Fall 2010 October 4 More Prototyping, Cognition/Design, and Design Principles
Hall of Fame/Shame Denny Vien Stephen Pham
Hall of Shame - Abacus • Visibility: No numbers • Affordances: Basic Arithmetic • Mapping: only does one function, moving left and right. • To be able to interpret the results it requires previous knowledge • Higher possible change of error since it is possible for a bead to slide to the other side.
Hall of Shame – Calculator, HP 15c • Visability: Screen to show calculation, but small. Buttons are all the same color. • Affordances: Basic and advanced arithmetic • Mapping: Don’t know what some buttons do (SST, GTO, EEX, CHS)
Hall of Fame – Calculator, TI-83 • Better Visibility and Feedback: The digital screen records your previous entries and answers. Answers are prompt on a new line. • Affordances: • Able to do simple and advanced arithmetic. • Higher possible precision • Lower chance of error. Recent entries are saved.
Hall of Shame/FameZoom Interfaces Nick Malbraaten Danielle Plut
Hall of Shame Classroom Document Camera
Hall of Shame Classroom Document Camera • Poor feedback • Wide Gulf of Execution • Zoom speed changes • User has no control over speed • Interface gives no advance notice of changing speed • Button Labels make poor use of cultural standards • “Tele” and “Wide” are widely used in photography, but not commonly used in computer interfaces
Honorable Mention Apple iPhone
Honorable Mention Apple iPhone • Pros • Great feedback • Very narrow Gulf of Evaluation • Cons • Poor constraints • Poor affordances • No Knowledge in the World • Everything relies on knowing the “pinch” gesture.
Hall of Fame MS Office/iWork Zoom Slider
Hall of Fame MS Office/iWork Zoom Slider • Good visibility • Good mapping • Good constraints • Good affordances • Good feedback • Knowledge in the world
Prototyping Exercise, 1 • Individually: sketch a campus kiosk system designed to help people find their way around the University of Minnesota campus. The kiosks will be located at a number of positions around campus.
Prototyping Exercise, 2 • In groups of 3-4 • Review the individual prototypes • Pick a starting point for a second (revised) prototype • Draw a second prototype as a group
Prototyping Exercise, 3 • Still in your group: select a task... • Find a building: get directions from current location to that building • Find a class: find the time and location of a class (for example, “User Interface Design” or “CS 5115”) • Find a person in the campus directory, get directions to their office • Evaluate how well your prototype supports that task • Redesign your prototype as necessary • (If necessary) redraw your prototype for presentation to the class
Discussion • How much difference was there between the individual designs? • Did you think some were better than others? Why? • How much did the task focus help? Did considering a task make you change your design significantly? • How did you think about users and usage?