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

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

2 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 3 Midterm Content You will be expected to know everything, up to the midterm Lecture Individual Homework Readings Project processes (tutorial)

4 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 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 6

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

8 8 So what did we learn, anyway? ?

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

10 CSE 440 - Autumn 2008UI Interface Design, Prototyping, & Implementation 10 Iteration Design Prototype Evaluate At every stage!

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

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

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

14 14 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 Design ModelUser Model System Image

15 15 Quiz: Key Terms 1. Usability 2. User centered Design 3. Task Analysis 4. Contextual Inquiry 5. Rapid Prototyping 6. Evaluation 7. Affordance 8. ESM

16 CSE 440 - Autumn 2008UI Interface Design, Prototyping, & Implementation 16 Usability According to the ISO: The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments

17 10/7/2008User Interface Design, Prototyping, & Evaluation 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 17 Topics: Contextual Inquiry

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, & Evaluation10/7/200818

19 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 20 Quiz: History of HCI Vannevar Bush Grace Hopper Doug Englebart As we may think: Memex, wearcam, Autospeech First Computer Bug Augmenting human intellect Chorded Keyboard Mouse Word processing Groupware

21 CSE440 - Autumn 2008User Interface Design, Prototyping, and Evaluation 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

22 CSE440 - Autumn 2008User 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

23 CSE440 - Autumn 2008User Interface Design, Prototyping, and Evaluation 23 Informal UI Prototyping Tools Denim Outpost Suede SketchWizard Topiary

24 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 25 The Model Human Processor Developed by Card, Moran, & Newell (’83) based on empirical data Long-term Memory Working Memory Visual Image Store Auditory Image Store Perceptual Processor Cognitive Processor Motor Processor Eyes Ears Fingers, etc. sensory buffers

26 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 27

28 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 29

30 30 Good Luck!


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