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- specific objectives that enable usability of a product to be assesed in terms of how it can improve a users performance - examples: efficiency, learnability, memorability |
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Norman's fundamental argument |
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-You should be able to tell just by looking at it |
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-Physical properties that indicate how an object can or should be used |
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-Degree to which a function is apparent |
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-Elements of a design that restrict action |
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-Relationship between controls and their effects |
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-Sending information back to the user about what has been done |
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-Users’ model: Shallow model developed through interaction with the system -How to use the system (what to do next) -What to do with unfamiliar systems or unexpected situations -Designer’s model: Deep model based on intimate knowledge of the system -How the system works -Model Mismatch: Mismatch between designers’ |
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Technological determinism |
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-"The medium is the message" -media shape society -content is not that important |
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-Interaction with media are fundamentally social, natural, and mindless -people react to media just like they do to real world stimuli |
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Model of social influence in virtual environments |
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-People judge mediated stimuli by behavioral realism and agency |
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Technology acceptance model |
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-Adoption of technology predicted by perceived usefulness and perceived ease of use |
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-Functional design is naturally beautiful -Aesthetics should never trump usability. |
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-Designs should be usable by as many people as possible without modification |
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-Functional: interfaces have similar operations and use similar elements for similar tasks. -Aesthetic: emphasizes style |
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-How much task-relevant information versus irrelevant information |
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-make information salient when it needs attending to -make things stand out -avoid clutter -be careful about encouraging multitasking |
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-information needs to be perceptible and recognizable -use logical groupings |
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-Don't overload users' memories with complicated procedures for carrying out task |
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-People are better at recognizing things they have previously experienced than recalling those things from memory. It is easier to recognize things than recall them because recognition tasks provide memory cues that facilitate searching through memory |
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Designing for novice vs. intermediate vs. expert users |
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-Novice: prompted, step-by-step, clear info -Expert: flexibility, greater access |
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-Feeling "within" the environment |
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-The more options, the more time it takes to make a decision |
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Norman's emotional design model |
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-Create products that adapt to users' emotional state |
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Aesthetic-usability effect |
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-People believe that a more aesthetic product is easier to use regardless of actual performance -first impressions -> long-term attitudes |
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Performance vs. preference |
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-designs that help people perform optimally are often not the same as the designs that people find most desirable |
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-Attributing human-like qualities to inanimate objects -users prefer things that resemble the human form, but not too realistic |
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-Windows -Icons -Menus -Pointing device |
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LATCH 1. Location (geographical or spatial) -flickr photographs (eg. travel guide/exit map) 2. Alphabetize -files within a folder (eg. dictionary) 3. Time -chronologically (eg. tv guide) 4. Category -similarity or relatedness (eg. retail merchadise on a website= appliances) 5. Hierarchy (continuum) -magnitude of a trait (eg. hi-lo) -most frequently accessed |
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-Instructing: tell the system what to do -Conversing: having a conversation with a system -Manipulating: manipulate objects and capitalizes on users' knowledge of physical world -Exploring: users move through virtual or physical environments |
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-Graphical User Interface -adds 3D, color, sound, animation to WIMPs |
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-a technique for preventing unintended actions by requiring verification of the actions before they are performed |
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-designs should help people avoid errors and minimize the negative consequences of errors when they do occur |
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-the quality of system output is dependent on the quality of system input |
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Design considerations for speech interfaces |
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-very specifically designed -tolerate speech deviations -human opt-out |
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Design considerations for web interfaces |
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-static or dynamic -legible -sensible organization -searchable -no evil animation |
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Design consideration for mobile interfaces |
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-small screen and buttons -need new control metaphors -consistency, memorability, and learnability |
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-Make sure users know purpose -Expectations are realistic -leads to less disappointment (high expectation sets up for disappointment if product doesn't deliver) |
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Primary, secondary, tertiary users |
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-Primary: frequent hands-on -Secondary: occasional or via someone else -Tertiary: affected by its introduction, or will influence its purchase |
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-safety -utility -effectiveness -efficiency |
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-Design: process of exploring testing, and refining designs -Development: reworking or fixing an error in the development process |
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-functional requirements: what the system should do -nonfunctional requirements: look |
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-Realistic, detailed profiles that capture user characteristics -use variety |
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-Researching similar products -study documentation -direct observation -indirect observation -interviews -focus groups -questionnaires |
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-grounded in experience -informal story that explains needs |
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-more formal than scenarios -most commonly performed step -alternative courses of action |
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-abstract structured narrative -user intentions -system responsibilities |
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Hierarchical task analysis |
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-Break task into sub-tasks, sub-sub tasks, etc. -Focus on physical and observable -Includes actions not related to interactive product |
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-Stakeholders can see, hold, and interact -Elicit feedback |
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Low vs. high fidelity prototypes |
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-Low: use a medium which is unlike the final medium -High: use materials you would use in final product |
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Horizontal vs. vertical prototypes |
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-Horizontal: wide range of functions, little detail -Vertical: a lot of detail for only a few functions |
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-Concept: exploring early designs -Throwaway: collect info on functionality |
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-80% of the tasks we use are from 20% of the variables in a system |
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-"emotion, especially as influencing behavior or desire" -Two key considerations: -How users' moods influence their use of a design -How users are affected by a design |
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-taking something for granted when it needs further investigating |
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Characteristics of Good Design |
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-Efficiency -Effectiveness -Utility -Learnability -Memorability |
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Cognitive Load / Overload |
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-brains are limited -can only remember a sequence of 7 numbers (plus/minus 2) -shortcuts to ease processing -chunking up phone numbers -implications -use of animated gifs = cognitive overload -break things up into steps |
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-In an interface, digital objects are designed so that htey can be interacted with in ways that are analagous to how physical objects in the physical world are manipulated. -3 core principles: 1) continuous representation of the objects and actions of interest 2) rapid reversible incremental actions with immediate feedback about the object of interest 3) physical actions and button pressing instead of issuing commands with complex syntax |
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(a description of how people normally behave in conversation) -Quality: be truthful -Quantity: contribution should not be more informative than is required -Relation: be relevant -Manner: be clear, brief, orderly |
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-lack of cues -> no rich relational messages |
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-Asserts that simplicity is preferred to complexity in design. The idea is that unnecessary elements decrease a designs efficiency and increase the probability of unanticipated consequence |
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-learning from observing others in social interactions -Bobo Doll experiment |
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Social Information Processing Theory |
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-the development of impressions / relational communication takes more time in CMC than in F2F communication -given sufficient time and message exchanges, impression/relational development will be the same in CMC vs F2F |
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Visceral / Behavioral / Reflective |
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-Visceral: fast, automatic judgment -Good/bad, danger/not -Appearance of product -Behavioral: Routine reactions -Pleasure -Effectiveness of use -Reflective: Thinking influences behavior -Cultural meaning -Personal value |
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