ITP106 Human-Computer Interaction 2 Reviewer PDF
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This document reviews the develop phase of interaction design, including design, prototyping and construction, as part of the human computer interaction course, exploring concepts like low and high-fidelity prototyping and interface metaphors.
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ITP106 – Human-Computer Interaction 2 – Interface metaphors combine familiar knowledge with new knowledge in a way that will help users understand Reviewer the...
ITP106 – Human-Computer Interaction 2 – Interface metaphors combine familiar knowledge with new knowledge in a way that will help users understand Reviewer the product. Week 13 Most conceptual models will include a combination of The Develop phase of the double diamond of design, interaction types, and different parts of the interaction "The Process of Interaction Design," includes design, will be associated with different types. prototyping, and construction, in which solutions or Shareable Interface - The travel organizer must be concepts are produced, prototyped, tested, and shareable, as it is intended to be used by a group of iterated. people and it should be exciting and fun. Tangible Interface - Tangible interfaces are a kind of What Is a Prototype? sensor-based interaction, where blocks or other A prototype is a physical representation of a design physical objects are moved around. that allows stakeholders to interact with it and assess Virtual Reality - The travel organizer seems to be an its applicability. It is constrained in the sense that a ideal product for making use of a virtual reality prototype will often emphasize one set of product interface, as it would allow individuals to experience the qualities while downplaying others. A prototype can be destination and maybe some of the activities available. anything from a scale model of a building or bridge to a piece of software that fails every few minutes. Conceptual design and concrete design are closely related. The difference between them is rather a matter Why Prototype? of changing emphasis: during design, conceptual issues Prototypes answer questions and support designers in will sometimes be highlighted, and at other times, choosing between alternatives. The purpose of a concrete detail will be stressed. prototype will influence the kind of prototype that is appropriate to build. Concrete design also deals with issues related to user characteristics and context. Two aspects that have Low-fidelity prototype does not look very much like drawn particular attention for concrete design are the final product, nor does it provide the same discussed in this section: accessibility and functionality. inclusiveness; and designing for different cultures. Storyboarding is one example of low-fidelity Generating Prototypes - This section illustrates how prototyping that is often used in conjunction with prototypes may be used in design, and it demonstrates scenarios, as described, “Discovering Requirements.” A how prototypes may be generated from the output of storyboard consists of a series of sketches showing how the requirements activity producing a storyboard from a a user might progress through a task using the product scenario and an index card-based prototype from a use under development. case. Both of these are low-fidelity prototypes. Sketching - Low-fidelity prototyping often relies on Generating Storyboards - A storyboard represents a hand-drawn sketches. sequence of actions or events that the user and the Another low-fidelity prototyping method called Wizard product go through to achieve a goal. A storyboard can of Oz assumes that you have a software-based be generated from a scenario by breaking the scenario prototype. With this technique, the user interacts with into a series of steps that focus on interaction and the software as though interacting with the product. creating one scene in the storyboard for each step. A high-fidelity prototype looks more like the final Construction - As prototyping and building alternatives product and usually provides more functionality than a progresses, development will focus more on putting low-fidelity prototype. together components and developing the final product. This may take the form of a physical product, Conceptual design is concerned with developing a such as a set of alarms, sensors, and lights, a piece of conceptual model; conceptual models were introduced, software, or both. “Conceptualizing Interaction.” Physical computing is concerned with how to build and A conceptual model is an outline of what people can code prototypes and devices using electronics. do with a product and which concepts are needed for Specifically, it is the activity of “creating physical the user to understand how to interact with it. artifacts and giving them behaviors through a combination of building with physical materials, Developing an Initial Conceptual Model computer programming, and circuit building”. The core components of the conceptual model are metaphor and analogies, the concepts to which users A software development kit (SDK) is a package of are exposed, the relationship between those concepts, programming tools and components that supports the and the mappings between the concepts and user development of applications for a specific platform. experience being supported. How to choose interface metaphors that will help users understand the product? Which interaction type(s) would best support the users’ activities? Do different interface types suggest alternative design insights or options? Week 14 Week 15 AgileUX is the collective label given to efforts that aim Evaluation is integral to the design process. It involves to resolve these concerns by integrating techniques collecting and analyzing data about users’ or potential and processes from interaction design and those from users’ experiences when interacting with a design agile methods. artifact In a plan-driven (waterfall) software development Why Evaluate? User experience involves all aspects of process, requirements are specified as completely as the user’s interaction with the product. possible before any implementation begins. What to Evaluate? What to evaluate ranges from low- tech prototypes to complete systems, from a particular screen function to the whole workflow, and from aesthetic design to safety features. Where to Evaluate? Where evaluation takes place depends on what is being evaluated. When to Evaluate? The stage in the product lifecycle when evaluation takes place depends on the type of product and the development process being followed. Types of Evaluation Controlled settings directly involving users (examples are usability labs and research labs): Users’ activities are user research refers to the data collection and analysis controlled to test hypotheses and measure or observe activities necessary to characterize the users, their certain behaviors. tasks, and the context of use before product Natural settings involving users (examples are online development begins. communities and products that are used in public Aligning Work Practices - If requirements are specified places): There is little or no control of users’ activities to before implementation begins, there is a tendency for determine how the product would be used in the real designers to develop complete UX designs at the world. beginning of a project to ensure a coherent design Any settings not directly involving users: Consultants throughout. In agile terms, this is referred to as big and researchers’ critique, predict, and model aspects of design up front (BDUF), and this is an anathema to agile the interface to identify the most obvious usability working. problems. Controlled Settings Involving Users Usability Testing – This approach to evaluating user interfaces involves collecting data using a combination of methods in a controlled setting. Natural Settings Involving Users The goal of field studies is to evaluate products with users in their natural settings. Any Settings Not Involving Users Evaluations that take place without involving users are Documentation - The most common way for UX conducted in settings where the researcher has to designers to capture and communicate their design has imagine or model how an interface is likely to be used. been through documentation. Cognitive walk-throughs – involve simulating a user’s problem-solving process at each step in the human- Design patterns capture design experience, but they computer dialogue and checking to see how users have a different structure and a different philosophy progress from step to step in these interactions. from other forms of guidance or specific methods. A Analytics – is a technique for logging and analyzing pattern language is a network of patterns that data either at a customer’s site or remotely. reference one another and work together to create a complete structure. Opportunistic Evaluations - Evaluations may be detailed, planned studies, or opportunistic Open-source software refers to source code for explorations. components, frameworks, or whole systems that is available for reuse or modification free of charge. Issues That Influence the Choice of Method and How Open-source development is a community-driven the Data Is Interpreted endeavor in which individuals produce, maintain, and Reliability – The reliability or consistency of a method is enhance code. how well it produces the same results on separate occasions under the same circumstances. Validity – is concerned with whether the evaluation method measures what it is intended to measure. Bias – occurs when the results are distorted. messages, the system should incorporate careful design Scope – The scope of an evaluation study refers to how that prevents a problem from occurring in the first much its findings can be generalized. place. Recognition Rather Than Recall – Minimize the user’s memory load by making objects, actions, and options Week 16 visible. Usability Testing - The usability of products has Flexibility and Efficiency of Use Accelerators – unseen traditionally been tested in controlled laboratory by the novice user—may often speed up the interaction settings. This approach emphasizes how usable a for the expert user such that the system can cater to product is. both inexperienced and experienced users. Aesthetic and Minimalist Design – Dialogs should not Methods, Tasks, and Users - Collecting data about contain information that is irrelevant or rarely needed. users’ performance on predefined tasks is a central Recognition Rather Than Recall – Minimize the user’s component of usability testing. memory load by making objects, actions, and options Labs and Equipment - Usability labs can be expensive visible. and labor-intensive to run and maintain. Therefore, less Help Users Recognize, Diagnose, and Recover from expensive and more versatile alternatives started to Errors – Error messages should be expressed in plain become popular in the early and mid-1990s. language (not codes), precisely indicate the problem, and constructively suggest a solution. Conducting Experiments - In research contexts, specific Help and Documentation – Even though it is better if hypotheses are tested that make a prediction about the system can be used without documentation, it may the way users will perform with an interface. be necessary to provide help and documentation. Hypotheses Testing - Typically, a hypothesis involves Doing Heuristic Evaluation examining a relationship between two things, called Briefing session – in which the user researchers are variables. Variables can be independent or dependent. briefed about the goal of the evaluation. An independent variable is what the researcher Evaluation period – in which the user researchers manipulates. The dependent variable is the time taken typically spend 1–2 hours independently inspecting the to select an option. product, using the heuristics for guidance. Debriefing session – in which the researchers come Experimental Design - A concern in experimental design together to discuss their findings with designers and to is to determine which participants to involve for which prioritize the problems they found and give suggestions conditions in an experiment. for solution. Statistics: t-tests - t-tests are the most widely used Walk-throughs offer an alternative approach to statistical test in HCI and related fields, such as heuristic evaluation for predicting users’ problems psychology. without doing user testing. Field studies can range in time from just a few minutes Analytics and A/B Testing to a period of several months or even years. Open-source software refers to source code for In-the-Wild Studies - The term in-the-wild reflects the components, frameworks, or whole systems that is context of the study, in which new technologies are available for reuse or modification free of charge. deployed and evaluated in natural settings (Rogers, Web Analytics - A form of interaction logging that was 2011). specifically created to analyze users’ activity on websites so that designers could modify their designs to attract and retain customers. Week 17 A/B Testing - Another way to evaluate a website, part of Inspections: Heuristic Evaluation and Walk-Throughs a website, an application, or an app running on Heuristic Evaluation Fitts’ Law - One kind of predictive model that has been Visibility of System Status – The system should always influential in HCI and interaction design over the years is keep users informed about what is going on, through Fitts’ law, predicts the time it takes to reach a target appropriate feedback and within reasonable time. using a pointing device. Match Between System and the Real World – The system should speak the users’ language, with words, phrases, and concepts familiar to the user, rather than system-oriented terms. User Control and Freedom – Users often choose system functions by mistake and will need a clearly marked emergency exit to leave the unwanted state without having to go through an extended dialog. Consistency and Standards – Users should not have to wonder whether different words, situations, or actions mean the same thing. Error Prevention – Rather than just good error