Human Computer Interaction (HCI) - ANS-User tells computer what they want,
computer communicates the results
- study of HCI is based on the design, prototyping, and evaluation of UIs
Design Cycle - ANS-Design --> Prototype --> Evaluate
Task-Centered Design Process - ANS-1) Figure out who's using the system and what
they're using it for
2) Choose representative tasks (easy, med, and hard)
3-6) Create a mockup/prototype, incorporating existing strategies that work where
possible
7) Test the design with users
8) Iterate
9-11) Build, track, and change the design
Personas - ANS-Fully fleshed-out fictional characters that represent major user groups
- use real data to construct them where possible
- they add value by giving designer a shared basis for communication about goals
Contextual Inquiry - ANS-Go to where the user would use the product, observe them as
they use it, and ask questions about their usage
- use the master/apprentice model to govern relationship with the subject
Four Principles of Contextual Inquiry - ANS-1) Context - get as close as possible to the
actual scenario of use
2) Partnership - collaborate with the subject in understanding their work
3) Interpretation - bringing meaning to the observations you collect from the contextual
interview (should be done in conjunction with subject)
4) Focus - keep the conversation on topics that are useful without taking control totally
away from the subject
Bad Relationship Models - ANS-- Interviewer/interviewee (acting as though there is a
questionnaire to be filled out)
- Expert/novice (interviewer defaults to a position of power because they know more
about the product than the subject)
- Guest/host (interviewer is too scared to "dig in" to the subject's work)
, Structure of a Contextual Interview - ANS-1) Conventional interview - getting to know
each other
2) Transition - explain how the contextual interview will work
3) Contextual interview proper
4) Wrap-up - summarize with subject
Persona Goals - ANS-- Experience goals - how someone wants to feel when using a
product
- End goals - user motivation for performing the task associated with the product
- Life goals - personal aspirations of the user beyond the product
Scenario - ANS-A hypothetical usage situation for a persona
- built around motivation, context, distractions, and a goal
- visualized using storyboards
Keys to Effectively Critiquing - ANS-1) Comment on the design, not the designer - be
specific
2) Ask for alternatives instead of offering solutions
Properties of a Direct Manipulation Interface - ANS-1) Continuous representation of the
object of interest
2) Physical interaction/labelled button presses instead of complex syntax
3) Rapid incremental reversible operations with immediately visible impact on the object
of interest
Distance - ANS-The length between the user's goals and the way they must be
specified to the system
Gulf of Execution - ANS-Difference between the commands/mechanisms of the system
and the thoughts/goals of the user
Gulf of Evaluation - ANS-Difference between the display of output and the way the user
internally conceptualizes of the object of interest
Semantic Distance - ANS-Difference between goals and the meaning of an expression
Articulatory Distance - ANS-Difference between the meaning of an expression and the
physical form of an expression