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440 Midterm Review

440 Midterm Review. Midterm in-class Tuesday, Nov 6. Midterm Format. Multiple Choice Fill in the Blank Short Essay Answer Example interface: Here is an example of an interface – find the flaws

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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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