Final Review 490F. What’s on the Final? Everything Lecture Slides Assignments/Project Readings Discussion Section Worth 25 % Bias toward topics covered.

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Presentation transcript:

Final Review 490F

What’s on the Final? Everything Lecture Slides Assignments/Project Readings Discussion Section Worth 25 % Bias toward topics covered after midterm

What is HCI? Design Organizational & Social Issues Technology Humans Tasks

What is HCI? Design Organizational & Social Issues Technology Humans Tasks LearningNew Tasks

Iteration at Every Stage Design Prototype Evaluate

Goals of the course 1) Learn to design, prototype, & evaluate UIs the needs & tasks of prospective users cognitive/perceptual constraints that affect design technology & techniques used to prototype UIs techniques for evaluating a user interface design importance of iterative design for usability technology used to prototype & implement UI code how to work together on a team project communicate your results to a group key to your future success 2) Understand where technology is going & what UIs of the future might be like

Intro, Design Discovery Intro Design triangle Usability Metrics Task Analysis Questions *** Tasks Contextual Inquiry Context, Apprentice Model

Task Analysis 1. Who is going to use the system? 2. What tasks do they now perform? 3. What tasks are desired? 4. How are the tasks learned? 5. Where are the tasks performed? 6. What’s the relationship between user & data? 7. What other tools does the user have? 8. How do users 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?

Conceptual Models & Interface Metaphors Design Concepts Affordances Conceptual Models (Design, Customer) Visibility Metaphors Consistency

Human Abilities Human Perception Color sensitivity & physical human eye Hue, Lightness, Saturation Model Human Processor Fitt’s law LTM, STM 100ms

Lo-Fi Prototyping Lo-fi Prototyping Advantages Speed Cost Quickly iterate Focus on interaction rather than details Conducting a test Wizard of Oz Informal prototyping tools

Heuristic Evaluation Pros Fast +Cheap Gets major problems Cons Not as in depth as User Testing False Positives Need trained evaluators Phases Training, Evaluation (x2), Severity Rating, Debriefing Diminishing returns when adding evaluators (sweet spot 3-5) Have evaluators independently rate severity Alternate with user testing

Heuristic Evaluation 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

Heuristic Evaluation: Red/Green My Website

Design Patterns Design patterns communicate common design problems and solutions Prevent “reinvention” Not too general & not too specific Use a solution “a million times over, without ever doing it the same way twice” Web Design Patterns Above the Fold Shopping Cart Location Bread Crumbs Up-selling/Cross-selling Visibility Action Button …

Rapid Prototyping Difference from Lo-Fi? Problems with Lo-Fi? Computer “buggy” Timings Affordances/Doesn’t look like final version Unrealistic / Hard to recognize widgets Not in context of user’s work Some things hard to simulate (dragging/highlights) Advantages of Prototyping Tools? Faster than code

Advanced User Testing User testing is important Don’t know how good a UI is until… people use it Why? Evaluators may know too much or too little Hard to predict what people will do User testing takes time & effort Problems finding representative users Early testing can be done on low-fi mock-ups real tasks & representative participants Be ethical & treat your participants well

Advanced User Testing (cont) Process Data vs Bottom Line Data? Process Data Observations of what users are doing & thinking Thinking aloud Critical incidents Bottom Line Data Summary of what happened (time, errors, success) i.e., the dependent variables Requires more participants to get statistically reliable results Dependant vs independent variables? Between Groups vs Within Groups? Between groups: everyone participates in one condition Within groups: everyone participates Potential Question Here is an example of a user test: Where are the flaws?

From Discussion Speech UI’s Motivation Why they’re hard Speech Recognition / Production Errors Types of Error Strategies CSCW CSCW vs HCI Dimensions of Cooperation Coordination, Cooperation, Communication Design

Visual Design Typography Grid Systems Small Multiples Color Spaces RGB vs. HSV (a.k.a. HLS) Use color properly – not for ordering!

Visual Design How do Serif fonts help the reader? serifs lead your eye along the line Grids help clarify & simply visual design by? reducing visual clutter improving consistency between items put things where people expect How do small multiples enable us to notice differences? only make changes (e.g., in color) for differences that matter How can color be problematic online? device may not be able to display color presentation is different on different devices (calibration) using color values for continuous scales (ok to use brightness)

From Assignment Be familiar with: Contextual Inquiry Task Analysis Low Fidelity Prototyping Heuristic Evaluation Hall of Fame/Shame Usability Testing

Good Luck! Questions?

More Details

History of HCI Vannevar Bush As we may think: Predictions? Doug Englebart Inventions? Noun-Verb, Verb-Noun Augmenting human intellect

A Quick Topics List Know thy user & involve them in design answer questions before designing who, what, where, when, how often? users & data?, other tools? when things go wrong? Selecting tasks real tasks with reasonable functionality coverage complete, specific tasks of what user wants to do Contextual inquiry way to answer the task analysis questions interview & observe real users use the master-apprentice model to get them to teach you

Conceptual Models & Interface Metaphors Conceptual Model Mental representation of how object works & how interface controls affect it Mismatch? Affordances as Perceptual Clues Well-designed objects have affordances Metaphors Consistency Design Guidelines Provide good conceptual model Map interface controls to user’s model Make things visible Provide feedback Be consistent

Web Design Patterns Designers create representations of sites at multiple levels of detail Web sites are iteratively refined at all levels of detail Site Maps, Storyboards, Schematics, Mock-ups Patterns: Site Branding Personal E-Commerce Obvious Links Above the Fold Location Bread Crumbs Personalized Recommendations/Recommendation Continuity Shopping Cart Up-selling/Cross-selling Visibility Action Button Quick Flow Checkout New account Process Funnel Order Summary Context Sensitive Help Navigation Bar Meaningful Error Messages Search Action Module

A Quick Topics List Rapid Prototyping Difference from Lo-Fi? Problems with Lo-Fi? Advantages of Tools?

A Quick Topics List Advanced User Testing Tasks Process, Bottom-line Data (dif? What good for what?) Between Groups, Within Groups Here is an example of a user test: Where are the flaws?