1 / 22

Midterm Review Session

Explore key terms and methods in interactive design, including affordances, constraints, prototyping, and user-centered approaches. Understand data gathering techniques, observation types, and iterative design processes. Delve into the principles of direct manipulation, conceptual model design, and visual structure for effective HCI. Learn about meeting effectiveness, simplicity in visual design, and cognitive principles applied to HCI.

cavanaughd
Download Presentation

Midterm Review Session

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Midterm Review Session November 2/3 2006

  2. Norman: “Design of Everyday Things” • Key Terms: • Affordances • Constraints • Conceptual Models • Mappings • Visibility • Feedback • Consistency Ubicomp

  3. ID 6.1 – ID 6.3: Interaction Design • Identifying Needs • Prototyping (Developing alternative designs) • Implementation (Building interactive versions of the design) • Evaluating designs Ubicomp

  4. IDEO • Understand steps of iterative design Process (also covered in lecture) • Needs -> Design -> Implement -> Test • HiFi / LoFi Prototype differences • When to use particular methods (lecture, not really reading) Ubicomp

  5. ID 7.4: Data Gathering • Questionnaires • Interviews • Focus Groups and Workshops • Naturalistic observation • Studying documentation Ubicomp

  6. ID 9.1 – ID 9.3: User-Centered Approaches to Interaction Design • Know your users • Iterate a lot • Measure Ubicomp

  7. ID 12.1 – ID 12.5: Observing Users • Observation types: Quick and Dirty, Usability testing (video and logs), Field studies • How to observe: In controlled environments, In the field, Ethnography (this just means you are accepted by the group, as opposedto being an outsider) • Data collection: Notes+Camera, Audio+Camera, Video (and tradeoffs) • Indirect observation: Diaries, Interaction logging (in the program) Ubicomp

  8. Hutchins • What direct manipulation means (definition, properties) • Virtues of direct manipulation according to Shneiderman • Aspects of directness: "distance" and "engagement“ • Distance gulfs: "Gulf of Evaluation" vs. "Gulf of Execution“ • Forms of distance: semantic and articulatory -- what this distinction means and how the distance can be reduced • “Direct engagement": what it means and how it is produced • Problems with direct manipulation, and reassessment of Shneiderman's claims Ubicomp

  9. Cooper: The Myth of Metaphor • Understand Cooper's 3 paradigms of software interfaces. • What do you get/lose by using a metaphor? • What makes a good idiom? Ubicomp

  10. Liddle: "Design of the Conceptual Model" • Understand the different between recognition and recall • Be familiar with progressive disclosure • Why did the Star system fail? • Be familiar with the 3 phases of technology development (also covered in lecture) Ubicomp

  11. Winograd: The Alto and the Star • Useful to know the main contributions of Alto/Star, such as: • direct manipulation • WYSIWIG • consistent commands Ubicomp

  12. Doyle: “What Goes Wrong at Meetings" • Practical tips for making your group meetings more effective • common meeting problems • advice for group member roles at meetings • “Interaction Method" for keeping meetings on track by splitting up roles Ubicomp

  13. Norman: BDS • Design as practiced is different from design as taught • In the actual situation, cultural, social, and organizational issues can dominate the user-oriented aspects of design. • Understand the story of the Mac power switch and how it applies Ubicomp

  14. Mullet: Chapter 2 • Be familiar with the benefits of simplicity in visual design • Be familiar with common visual design pitfalls • Understand what it means to reduce, regularize and combine visual elements. Ubicomp

  15. Mullet: Chapter 4 • What does a good visual structure provide? • Be familiar with the relevant/described gestalt principles of grouping • Understand what a visual hierarchy is and the utility of balance, symmetry and negative space in creating it • Be aware of common visual design problems errors in software interfaces Ubicomp

  16. Waern • Understand the overall Cognition system • Yerkes-Dodson Law – Performance vs Arousal • Selective Attention – Concept of needing to choose what to pay attention to • Understand relationship between Effort and Attention • Implications of above for HCI • Quantitative aspects of vision/audition • Understand the: • similarity law • proximity law • continuity law • law of closure • gestalt shifts • impossible objects • and how those principles apply to HCI design • Understand Motor characteristics, especially Fitts law • Understand how short term memory works (from lecture, but similar topic) Ubicomp

  17. Van Duyne • Stages of the iterative design process • Design principles • Types of rapid prototyping • Stages of prototyping: paper prototypes, medium and hi-fi prototypes • Evaluation techniques: think-aloud protocol, heuristic evaluation, expert reviews, formal usability studies: understand what each technique is and to which situations it best applies Ubicomp

  18. Rettig • Problems with Hifi prototyping and advantages of doing Lofi first • Tips for creating a paper prototype (useful for group project assignment) • How to run user tests with a paper prototype (also useful) Ubicomp

  19. Nielsen: History • Generations of user interfaces: batch processing, command line, full screen, graphical, etc. • Understand the hardware technology, operating mode, and UI paradigm of each • Impact and contributions of various historical systems (e.g. Sketchpad, Augment, Alto/Star) • Advantages of the GUI and direct manipulation • History of interaction styles and evolutionary trends Ubicomp

  20. Krug: "How We Really Use the Web" • People don't generally use your website the way you design it because • They scan instead of reading details • They “satisfice" instead of making optimal choices • They "muddle through" instead of figuring out how things really work Ubicomp

  21. Hinckley:"Input Technologies and Techniques" • Be familiar with the various properties of input devices • Why has the mouse stayed around so long? Why are keyboards hard to replace? • Be familiar with Buxton's 3 state model for devices • Understand Fitt's law and its implications Ubicomp

  22. Dourish: "Getting in Touch" • Ever-lower cost of computation opens new uses • Ubiquitous computing – Use / Importance of context in software • Virtual vs Physical interaction -- Tangible interfaces • Virtual vs Augmented reality • Ambient Interfaces Ubicomp

More Related