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440 Midterm Review

This guide covers topics from design concepts to prototyping, focusing on HCI history, task analysis, user interface design, and usability goals. Tips for exam preparation and key terms are included. Learn and prepare effectively for your midterm exam.

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440 Midterm Review

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  1. 440 Midterm Review Midterm in-class Tuesday, Nov 6

  2. Midterm Format • Multiple Choice • Fill in the Blank • Short Essay Answer • Example interface: Here is an example of an interface – find the flaws • Example situations: Here is an example design process – find the flaws, or what concepts does it illustrate? • Definitions • Compare and contrast • Process: Perform a heuristic analysis on the following interface…

  3. Midterm Content • You will be expected to know everything, up to the midterm • Lecture • Individual Homework • Readings • Project processes • (tutorial)

  4. Tips for Preparation • During the semester • Keep up with readings • Before the exam • Review readings and notes  esp “Review” sections • List concepts • Group similar concepts together • Make up exam questions • Why is this concept important? • How does it fit into the big picture? • Can I compare this concept to other similar ones? If so, then how is it different? • What is a real world example of this concept?

  5. Tips for Preparation • During the exam • Read questions carefully • Don’t spend too much time on one section

  6. Course Outline • Design • Contextual Inquiry • Task Analysis • Design Sketching • History of HCI • Prototyping • Human Abilities • Conceptual Models / Metaphor • Design Patterns • Heuristic Evaluation • Low fidelity Prototyping

  7. Now • Take out a sheet of paper, and be ready to answer the mini-quizzes

  8. So what did we learn, anyway? ?

  9. Topics: Design • Intro • Design triangle • Usability Goals and Metrics • Design process • Discovery, exploration, refinement, production • Iterate! • Understanding your user

  10. Design Prototype Evaluate Iteration At every stage! UI Interface Design, Prototyping, & Implementation

  11. Organizational & Social Issues Tasks Design Technology Humans Quiz: Design Triangle

  12. Quiz: Usability Goals • Learnable • Memorable • Flexible • Efficient • Robust • Pleasing • Fun

  13. Topics List • Design Concepts • Conceptual Models (Design, User) • Affordances • Metaphors • Visibility

  14. Design Model User Model System Image Designing / Conceptual Model • Conceptual model • mental representation of how an object works & how interface controls effect it • Design model should equal user model • mismatches lead to errors • know the user’s likely conceptual model • Design guides make things visible • map interface controls to user’s model • provide feedback

  15. Quiz: Key Terms • Usability • User centered Design • Task Analysis • Contextual Inquiry • Rapid Prototyping • Evaluation • Affordance • ESM

  16. Usability According to the ISO:The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments UI Interface Design, Prototyping, & Implementation

  17. Topics: Contextual Inquiry • Know thy user by ? • involving them in design • Terms: Context, Partnership, Master/Apprentice model • Contextual inquiry is for? How do we do it? • way to answer the task analysis questions • interview & observe real customers • use master-apprentice model to get them to teach you • ESM stands for? • Experience Sampling Method • ESM is used to get self-report data where? • in situ User Interface Design, Prototyping, & Evaluation

  18. Topics: Task Analysis • Find out • who customers are • what tasks they need to perform • Observe existing work practices • Create scenarios of actual use • This allows us to try out new ideas before building software! • get rid of problems early in the design process User Interface Design, Prototyping, & Evaluation

  19. Quiz: Task Analysis questions • 1. Who is going to use the system? • 2. What tasks do they perform now? • 3. What tasks are desired? • 4. How are the tasks learned? • 5. Where are the tasks performed? • 6. What relationship between the user and data? • 7. What other tools does the customer have? • 8. How do customers communicate with each other? • 9. How often are the tasks performed? • 10. What are the time constraints on the tasks? • 11. What happens when things go wrong?

  20. As we may think: • Memex, • wearcam, • Autospeech • First Computer Bug • Augmenting human intellect • Chorded Keyboard • Mouse • Word processing • Groupware Quiz: History of HCI • Vannevar Bush • Grace Hopper • Doug Englebart

  21. Types of Prototypes • Prototypes are concrete representations of a design • Prototype dimensions • representation: form of the prototype • off-line (paper) or on-line (software) • precision: level of detail (e.g., informal or polished) • interactivity: watch-only vs. fully interactive • fixed prototype (video clips) • fixed-path prototype (each step triggered by specified actions) • at extreme could be 1 path or possibly more open (e.g., Denim) • open prototype (real, but limited error handling or performance) • evolution: expected life cycle of prototype • e.g., throw away or iterative User Interface Design, Prototyping, and Evaluation

  22. Sketches & Storyboards • Where do storyboards come from? • film & animation • Give you a “script” of important events • leave out the details • concentrate on the important interactions User Interface Design, Prototyping, and Evaluation

  23. Denim Outpost Suede Informal UI Prototyping Tools Topiary SketchWizard User Interface Design, Prototyping, and Evaluation

  24. Topics: Human Abilites • Human Perception • Color sensitivity & physical human eye • Hue, Lightness, Saturation • 100 ms • Fitt’s law • LTM, STM, Sensory • Model Human Processor

  25. Long-term Memory Working Memory sensory buffers Visual Image Store Auditory Image Store Eyes Motor Processor Cognitive Processor Perceptual Processor Ears Fingers, etc. The Model Human Processor • Developed by Card, Moran, & Newell (’83) • based on empirical data

  26. Topics List • Design Patterns • Patterns come from successful examples • Not too general & not too specific • Patterns let you focus on the hard, unique problems to your design situation

  27. Design Patterns • Site Branding • Shopping Cart • Cross Selling / Up Selling • High Visibility Action Buttons • Sign in / New Account • Quick Flow Checkout • Process Funnel • Order Summary

  28. Quiz: Heuristic Analysis • 1. Visibility of system status • 2. Match between system and the real world • 3. User control and freedom • 4. Consistency and standards • 5. Error prevention • 6. Recognition rather than recall • 7. Flexibility and efficiency of use • 8. Aesthetic and minimalist design • 9. Help users recognize, diagnose, and recover from errors • 10. Help and documentation

  29. Good Luck!

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