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2.5 Scenarios

2.5 Scenarios. What is wanted. Analysis. Design. Evaluation. Detailed Scenario Example: Proposed Scenario for Movie Player ( 1/3). Brian would like to see the new film “Moments of Significance ” and wants to invite Alison, but he knows she doesn’t like ‘arty’ films .

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2.5 Scenarios

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  1. 2.5 Scenarios What is wanted Analysis Design Evaluation

  2. Detailed Scenario Example: Proposed Scenario for Movie Player (1/3) • Brian would like to see the new film “Moments of Significance” and wants to invite Alison, but he knows she doesn’t like ‘arty’ films. • He decides to take a look at it to see if she would like it and so connects to one of the movie-sharing networks. • He uses his work machine as it has a higher bandwidth connection, but feels a bit guilty.

  3. Detailed Scenario Example: Proposed Scenario for Movie Player (2/3) • He knows he will be getting an illegal copy of the film, but decides it is OK as he is intending to go to the cinema to watch it. • After it downloads to his machine he takes out his new personal movie player. • He presses the ‘menu’ button and on the small LCD screen he scrolls using the arrow keys to ‘bluetooth connect’ and presses the ‘select’ button.

  4. Detailed Scenario Example: Proposed Scenario for Movie Player (3/3) • On his computer the movie download program now has an icon showing that it has recognized a compatible device and he drags the icon of the film over the icon for the player. • On the player the LCD screen says ‘downloading now’, with a percent done indicator and small whirling icon.

  5. Pencil Sketch In a large campus …

  6. Story Board

  7. Scenario memory What representation?

  8. 2.6 Design Rationale What is wanted Analysis Design Evaluation

  9. Design Rationale • The reasons that a computer system is the way it is • Importance • As a communication mechanism • For knowledge transfer • Force designers to deliberate more carefully • Importance in HCI • Too many alternatives • No single best alternative • Validate old assumptions Why is this interface designed so?

  10. Carroll & Rosson’s Processfor Psychological Design Rationale

  11. Analytical Approach to Scenarios

  12. Analytical Approach to Scenarios

  13. Analytical Approach to Scenarios

  14. Type-and-Print Scenario • User goal-1: type and print • Not directly supported • User goal-2: read through manual • Confirm system components (25 pages) • Manual procedures • Elementary exercises (3 chapters) • 小心翼翼跟隨、逐步練習 • 懷疑是否可以更快 • 整體而言,抱持肯定態度完成列印 完整情境 描述請參 考備忘稿

  15. Example Psychological Claim • Structural description of system components • () convey a mental model of how devices work • () may distract learners • () may frustrate learners’ concern with typing and printing • Suggestion • System description is minimal • Maybe a single diagram

  16. Example Psychological Claim • Decomposing typing and printing into steps • () help learners build up a complex target from parts • () rote programs might not be tolerated • () may not facilitate retrieval and knowledge transfer • Suggestion • Use real-world scenarios • Use adaptive scenarios Go back to Unit 1’s slides

  17. 2.7 Design Rules What is wanted Analysis Design Evaluation

  18. Usability Principles abstractness

  19. Principle 1: Visibility Recognition over recall

  20. What’s Wrong?

  21. Principle 2: Consistency Cognitive load 中和真有永和路 永和也有永和路

  22. Principle 2: Consistency • Three dimensions of consistency • Internal consistency • External consistency • Correspondence to familiar features of the world • With respect to what?

  23. Principle 2: Consistency Enhancing external consistency Enhancing external consistency

  24. Principle 2: Consistency Excellent design Analogue to document and desktop Design difficulty 刪除文件圖示。 不刪除文件圖示,此方案又可分為: (2a) 將圖示顯示在推拉發生之前的位置。 (2b) 任意擺放在桌面上。 (2c) 將圖示留在印表機圖示上面。 • File icon  Printer icon • What happens to file icon when done printing?

  25. Principle 3: Familiarity • Use familiar terminology • Use analogue

  26. Principle 4: Affordance Norman’s definition Affordances of daily objects • Thing’s fundamental properties • Actual properties • Perceived properties • Determine how thing could be used

  27. Principle X4: Affordance

  28. Perceptible Affordance Design goals matched Design goal mismatched

  29. False Affordance Design goal matched Design goal mismatched

  30. Hidden Affordance Design goal matched Design goal mismatched vs. gap in performance conversion of interaction framework

  31. Class Discussion What affordance? What affordance?

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