Podcast
Questions and Answers
What is the primary goal of conceptual design?
What is the primary goal of conceptual design?
- To select visual elements like colors and fonts
- To prototype the interaction with users
- To create detailed specifications for the product
- To establish a high-level vision of the system’s purpose (correct)
Concrete design focuses on the abstract concepts of user interaction.
Concrete design focuses on the abstract concepts of user interaction.
False (B)
Why is prototyping considered a crucial step in HCI design?
Why is prototyping considered a crucial step in HCI design?
It allows for testing and evaluating interface designs with users.
The series of screen sketches and storyboards used in prototyping are examples of __________.
The series of screen sketches and storyboards used in prototyping are examples of __________.
What type of prototyping uses mediums that are unlike the final product?
What type of prototyping uses mediums that are unlike the final product?
Prototyping is unnecessary because final designs can be implemented directly.
Prototyping is unnecessary because final designs can be implemented directly.
Name one type of physical representation used in prototyping.
Name one type of physical representation used in prototyping.
One purpose of prototyping is to ensure that __________ are identified and corrected before final implementation.
One purpose of prototyping is to ensure that __________ are identified and corrected before final implementation.
Match the types of prototyping with their characteristics:
Match the types of prototyping with their characteristics:
What is a major benefit of prototyping in interaction design?
What is a major benefit of prototyping in interaction design?
What is the primary goal of reducing short-term memory load in interface design?
What is the primary goal of reducing short-term memory load in interface design?
What is a primary benefit of paper prototyping?
What is a primary benefit of paper prototyping?
Evaluation is not an important step in the interaction design process.
Evaluation is not an important step in the interaction design process.
High-fidelity prototypes are less expensive and quicker to build than low-fidelity prototypes.
High-fidelity prototypes are less expensive and quicker to build than low-fidelity prototypes.
Name one method used in formative evaluation.
Name one method used in formative evaluation.
What term describes a prototyping approach where each prototype is discarded after use?
What term describes a prototyping approach where each prototype is discarded after use?
_________ Evaluation is conducted toward the end of the design process to determine if the product is ready for release.
_________ Evaluation is conducted toward the end of the design process to determine if the product is ready for release.
The _________ prototype involves a human operator who simulates machine behavior.
The _________ prototype involves a human operator who simulates machine behavior.
Match the type of prototyping with its description:
Match the type of prototyping with its description:
Match the following evaluation methods with their descriptions:
Match the following evaluation methods with their descriptions:
Which of the following is one of the 8 Golden Rules of Interface Design?
Which of the following is one of the 8 Golden Rules of Interface Design?
Which of the following contributes to better user experience?
Which of the following contributes to better user experience?
The focus of paper prototyping is on small details rather than the big picture.
The focus of paper prototyping is on small details rather than the big picture.
Error handling is considered an optional aspect of user interface design.
Error handling is considered an optional aspect of user interface design.
What is the main purpose of a heuristic evaluation?
What is the main purpose of a heuristic evaluation?
What is the main focus of the Wizard-of-Oz prototype?
What is the main focus of the Wizard-of-Oz prototype?
One of the 8 Golden Rules of Interface Design is to prevent ________.
One of the 8 Golden Rules of Interface Design is to prevent ________.
In interaction design, striving for ___________ helps users predict and recognize actions.
In interaction design, striving for ___________ helps users predict and recognize actions.
Which type of prototyping is more costly and time-intensive?
Which type of prototyping is more costly and time-intensive?
Which evaluation method focuses primarily on user engagement and satisfaction during design?
Which evaluation method focuses primarily on user engagement and satisfaction during design?
What is the primary benefit of consistency in interface design?
What is the primary benefit of consistency in interface design?
Shortcuts can only be provided through keyboard commands.
Shortcuts can only be provided through keyboard commands.
Why is informative feedback important in interface design?
Why is informative feedback important in interface design?
Offering simple error handling can reduce __________ for the user.
Offering simple error handling can reduce __________ for the user.
Match the following Golden Rules of Interface Design with their descriptions:
Match the following Golden Rules of Interface Design with their descriptions:
Users should feel anxious about making decisions in an interface.
Users should feel anxious about making decisions in an interface.
What is the goal of offering simple error handling in interface design?
What is the goal of offering simple error handling in interface design?
Users should be able to _____ a process at any time, according to the design principles.
Users should be able to _____ a process at any time, according to the design principles.
Which of the following best describes the concept of 'closure' in interaction design?
Which of the following best describes the concept of 'closure' in interaction design?
Flashcards
Paper Prototyping
Paper Prototyping
A hand-drawn mock-up of the user interface (usually) on multiple sheets of paper of varying sizes.
Wizard-of-Oz Prototype
Wizard-of-Oz Prototype
A process that simulates a computer's responses with a human operator behind the scenes.
High-Fidelity Prototyping
High-Fidelity Prototyping
Prototypes built using materials that are expected to be in the final product.
Throwaway Prototyping
Throwaway Prototyping
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Evolutionary Prototyping
Evolutionary Prototyping
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Strive for Consistency
Strive for Consistency
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Seek Universal Usability
Seek Universal Usability
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Offer Informative Feedback
Offer Informative Feedback
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Design Dialogs to Yield Closure
Design Dialogs to Yield Closure
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Prevent Errors
Prevent Errors
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Conceptual Design
Conceptual Design
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Concrete Design
Concrete Design
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Prototyping
Prototyping
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Low-Fidelity Prototyping
Low-Fidelity Prototyping
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User Testing
User Testing
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Design Iteration
Design Iteration
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User-Centered Design
User-Centered Design
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Generating Alternatives
Generating Alternatives
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Interface Design
Interface Design
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Visual Design
Visual Design
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Information Architecture
Information Architecture
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Usability
Usability
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Design Evaluation
Design Evaluation
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User Experience Design
User Experience Design
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Accessibility
Accessibility
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Sustainable Design
Sustainable Design
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Consistency in UI Design
Consistency in UI Design
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Enable Frequent User Shortcuts
Enable Frequent User Shortcuts
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Informative Feedback
Informative Feedback
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Breadcrumb Navigation
Breadcrumb Navigation
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Designing Dialogs for Closure
Designing Dialogs for Closure
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Simple Error Handling
Simple Error Handling
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Easy Reversal of Actions
Easy Reversal of Actions
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Keep Users in Control
Keep Users in Control
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User Control
User Control
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Reduce Short-Term Memory Load
Reduce Short-Term Memory Load
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Information Retrieval
Information Retrieval
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Evaluation in Interaction Design
Evaluation in Interaction Design
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A/B Testing
A/B Testing
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Cognitive Walkthrough
Cognitive Walkthrough
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Heuristic Evaluation
Heuristic Evaluation
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Formative Evaluation
Formative Evaluation
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Summative Evaluation
Summative Evaluation
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Study Notes
Lecture 5: Alternatives Design
- The lecture discusses the process of interaction design, which includes establishing requirements, designing alternatives, prototyping, and evaluating.
- This iterative process delivers a product.
The Process of Interaction Design
- The process includes cyclical steps to ensure quality:
- Establishing requirements
- Designing alternatives
- Prototyping
- Evaluating
Designing Alternatives
- This process can be seen as two sub-activities:
- Conceptual design: This outlines what people can do with a product and the concepts necessary for user interaction. The goal is to establish a high-level structure and functionality, based on user needs and goals.
- Concrete design: This focuses on product detail including colors, sounds, images, menu design, and icon design. It translates conceptual ideas into tangible details. It determines how users will interact with the system.
Conceptual Design
- Example: Smart Window - Using AR technology, information like weather can be provided on the window itself.
Prototyping
- Prototyping is a crucial step in human-computer interaction (HCI) design.
- Mock-ups or simulations of the interface are created to test and evaluate with users.
- Prototypes help identify problems early, saving time and money.
- Prototypes are instrumental for design exploration, visualization, and testing.
- Prototypes allow users to 'see' and 'feel' the interactivity.
Physical Representation
- Different prototyping methods exist:
- Series of screen sketches
- Storyboards
- Cardboard mock-ups
- A piece of wood, like a Palm Pilot
- Software with limited functionality
- A video simulating the system
- A PowerPoint slide show
Why Prototype?
- Implementing a design without prototyping is expensive, as errors are often discovered later on.
- This can lead to a final product that is not user-friendly.
Prototyping: PalmPilot
- An example use of a physical prototype is a wood block representing a handheld device. The image of a Palm Pilot device is shown for further visualization.
Example: Paper Prototype
- Detailed image of a paper-based prototype designed to support children with autism.
- The prototype is a handheld device.
Prototyping Variables
- Prototypes are used for filtering particular aspects.
- Appearance: Size, color, shape, margin, texture, proportion, hardness, transparency, gradation, and others.
- Data: Data size, type, use, privacy, and organization.
- Functionality: System function and user functionality, needs
- Interactivity: Input and output behaviors, feedback, and information.
- Spatial structure: Interface arrangement and relationship between elements.
Types of Prototyping:
- Low-fidelity: Not visually similar to the final product, using different mediums (paper, cardboard). Often quick, cheap, and easily changeable.
- High-fidelity: Uses materials that would be expected in the final product. These are more complex and expensive, often utilizing existing software or hardware components. Much more time is spent on graphic design.
Prototyping Techniques
- Storyboard: A sequence of cartoon-like images used to model interactions. This models how to fill a gas tank, as an example.
Example: Storyboard for a Quiz
- A storyboard illustrating how an exam quiz is delivered using an adaptive quiz design.
Paper Prototypes
- These are hand-drawn mock-ups of the user interface, usually on multiple sheets of paper
Why Paper Prototyping
- Faster to build and change than software prototypes.
- Easier to change between test sessions or even during testing.
- No code investment; everything can be thrown away (except the design).
- Designer's time focused on the full scope, not the details.
- Users can provide creative suggestions.
Wizard-of-Oz Prototype
- The system responds as if it were computer-based but uses a human operator to respond to user inputs.
High-fidelity prototyping
- Uses materials that expect to be in the final product
- High-fidelity prototypes can be created through integrating existing hardware and software components
- More costly and time consuming than low-fidelity prototypes.
- Includes more detail, leading to superior quality
Types of Evaluation Methods
- Formative evaluation: Conducted early in the design process; identifies initial usability issues and refines the product based on user feedback.
- Summative evaluation: Conducted toward the end of the design process; evaluates overall user experience and determines if the product is ready for release.
- A/B Testing: Used to compare design versions to identify which is better in terms of user engagement and satisfaction.
- Cognitive Walkthrough: Evaluators perform user tasks and observe learnability and usability.
- Heuristic evaluation: Experts evaluate interfaces using usability rules.
8 Golden Rules of Interface Design
- Strive for consistency: Similar actions equate to similar results.
- Enable frequent users to use shortcuts: Keyboard shortcuts, mouse gestures, etc., boost efficiency.
- Offer informative feedback: Provide feedback on all actions & decisions.
- Design dialogs to yield closure: Clearly show the result of an action.
- Prevent errors: Design the interface so that errors are avoided.
- Permit easy reversal of actions: Allow easy correction of errors.
- Keep users in control: Users should be able to easily stop or start a task.
- Reduce short-term memory load: Provide users with an interface with easily retrievable information.
Evaluation
- A crucial process; involved in testing and evaluating how well a design meets users' needs, expectations, and usability standards.
- This stage helps validate ideas, identify issues, and refine products to enhance user experience and satisfaction.
Example: Sequences of Actions
- Actions need clear organization with beginning, middle, and end.
Example: Error Handling
- Avoid serious user errors.
- Offer clear recovery instructions; allow correction if error is made.
Example: Consistency
- Similar cases should use the same terminology/layout/color scheme.
Example: Sequences of Actions - Organized
- User actions are categorized for clarity.
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