Term
Interaction design as a process |
|
Definition
goal-directed creative activity decision making activity |
|
|
Term
Interaction design as a representation (of the final product during the process) |
|
Definition
a plan for development series of options to solve a problem |
|
|
Term
During involving users, expectation management |
|
Definition
Realistic expectations No surprises, no disappointments Timely training Communication, but no hype |
|
|
Term
During involving users, ownership |
|
Definition
Make the users active stakeholders More likely to forgive or accept problems Can make a big difference to acceptance and success of product |
|
|
Term
Degrees of user involvement |
|
Definition
Member of the design team Newsletters and other dissemination devices Combination of these approaches |
|
|
Term
Member of the design team |
|
Definition
Full time: constant input, but lose touch with users Part time: patchy input, and very stressful Short term: inconsistent across project life Long term: consistent, but lose touch with users |
|
|
Term
Newsletters and other dissemination devices |
|
Definition
Reach wider selection of users Need communication both ways |
|
|
Term
|
Definition
Early focus on users and tasks Empirical measurement Iterative design |
|
|
Term
|
Definition
–when problems are found in user testing, fix them and carry out more tests |
|
|
Term
Early focus on users and tasks |
|
Definition
directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics |
|
|
Term
Empirical measurement of user-centered approach |
|
Definition
users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed |
|
|
Term
four basic activities in Interaction Design |
|
Definition
1. Identifying needs and establishing requirements
2. Developing alternative designs
3. Building interactive versions of the designs
4. Evaluating designs |
|
|
Term
Who are the users/stakeholders |
|
Definition
interact directly with the product manage direct users receive output from the product make the purchasing decision use competitor’s products |
|
|
Term
Three categories of user and who |
|
Definition
Eason primary: frequent hands-on secondary: occasional or via someone else tertiary: affected by its introduction, or will influence its purchase |
|
|
Term
Lifecycle models and do what |
|
Definition
management tools simplified versions of reality
Show how activities are related to each other |
|
|
Term
examples of lifecycle models and in which fields |
|
Definition
from software engineering: waterfall, spiral, JAD/RAD, Microsoft, agile
from HCI: Star, usability engineering |
|
|
Term
different types of requirements |
|
Definition
functional non-functional data users |
|
|
Term
|
Definition
What the system should do Historically the main focus of requirements activities |
|
|
Term
examples of Non-functional requirements |
|
Definition
memory size, response time… |
|
|
Term
|
Definition
What kinds of data need to be stored? How will they be stored (e.g. database)? |
|
|
Term
users: what defines them? |
|
Definition
Characteristics: ability, background, attitude to computers System use: novice, expert, casual, frequent |
|
|
Term
|
Definition
step-by-step (prompted), constrained, clear information |
|
|
Term
|
Definition
flexibility, access/power |
|
|
Term
|
Definition
|
|
Term
|
Definition
clear instructions, e.g. menu paths |
|
|
Term
|
Definition
An approach to ethnographic study where user is expert, designer is apprentice A form of interview, but at users’ workplace (workstation) and 2 to 3 hours long |
|
|
Term
contextual Inquiry 4 mains principles |
|
Definition
Context: see workplace & what happens Partnership: user and developer collaborate Interpretation: observations interpreted by user and developer together Focus: project focus to understand what to look for |
|
|
Term
Problems with data gathering |
|
Definition
Identifying and involving stakeholders: Involving stakeholders: ‘Real’ users, not managers: Requirements management Communication between parties Domain knowledge distributed and implicit Availability of key people Political problems within the organisation Dominance of certain stakeholders Economic and business environment changes Balancing functional and usability demands |
|
|
Term
|
Definition
used to envision new systems or devices Scenarios Use cases Essential use cases |
|
|
Term
scenarios (task description) |
|
Definition
an informal narrative story, simple, ‘natural’, personal, not generalisable |
|
|
Term
use cases (task description) |
|
Definition
assume interaction with a system; assume detailed understanding of the interaction |
|
|
Term
Essential use cases (task description) |
|
Definition
abstract away from the details; does not have the same assumptions as use cases |
|
|
Term
|
Definition
used mainly to investigate an existing situation important not to focus on superficial activities (just what wanted to achieve) Many techniques, the most popular is Hierarchical Task Analysis (HTA) |
|
|
Term
Hierarchical Task Analysis |
|
Definition
Tasks are sub-divided into sub-tasks Tasks are grouped to specifcy task performance Focuses on phsycial and obseravble actions (not actual interactions with technology) Start with user goal and the identify main tasks for achieving the goal |
|
|
Term
|
Definition
a series of screen sketches a storyboard, i.e. a cartoon-like series of scenes a Powerpoint slide show a video simulating the use of a system a lump of wood (e.g. PalmPilot) a cardboard mock-up a piece of software with limited functionality written in the target language or in another language |
|
|
Term
|
Definition
Evaluation and feedback are central to interaction design Stakeholders can interact with a prototype more easily than a document or a drawing Team members can communicate effectively You can test out ideas for yourself It encourages reflection Prototypes answer questions, and support designers in choosing between alternatives |
|
|
Term
|
Definition
Uses a medium which is unlike the final medium, e.g. paper, cardboard Is quick, cheap and easily changed |
|
|
Term
|
Definition
Often used with scenarios, bringing more detail, and a chance to role play It is a series of sketches showing how a user might progress through a task using the device Used early in design |
|
|
Term
|
Definition
Index cards (3 X 5 inches) Each card represents one screen or part of screen Often used in website development |
|
|
Term
Compromises in prototyping |
|
Definition
all forms involve compromises issues in software based prototyping Horizontal vertical can't be ignored |
|
|
Term
|
Definition
provide a wide range of functions, but with little detail |
|
|
Term
|
Definition
provide a lot of detail for only a few functions |
|
|
Term
moving from requirements to design |
|
Definition
take users needs and transform into conceptual model design to the system to be understandable by the users don't move to a solution too quickly look into alternative (prototyping) |
|
|
Term
software-based prototyping compromises |
|
Definition
slow response sketchy icons limited functionality |
|
|
Term
Using scenarios in conceptual design |
|
Definition
show proposed situations or ideas plus and minus scenarios to explore extreme cases used for evaluating prototypes conxrete examples of tasks means of cooperations across professional boundaries |
|
|
Term
|
Definition
to check that users can use the product and that they like it. |
|
|
Term
|
Definition
a conceptual model, early prototypes of a new system and later, more complete prototypes. |
|
|
Term
|
Definition
in natural and laboratory settings. |
|
|
Term
|
Definition
throughout design; finished products can be evaluated to collect information to inform new products. |
|
|
Term
|
Definition
Usability testing Field studies Analytical evaluation |
|
|
Term
Characteristics: usability |
|
Definition
users do the task controlled location when: prototype data:quantitative feedback: measures & errors type: applied |
|
|
Term
Characteristics: field studies |
|
Definition
Users: Natural location: natural when: early data:qualitative feedback: descriptions type: naturalistic |
|
|
Term
Characteristics: Analytical |
|
Definition
Users: not involved location: anywhere when: prototype data: problems feedback: problems type: expert |
|
|
Term
Usability testing what is recorded, how, environment, what data collected, whats influenced participants, replication, goal, results |
|
Definition
recording performance of users doing typical tasks controlled environment, observered and timed data collected via key logger and video satisfaction evaluated using questionnaires and interviews Field observations may be used to provide contextual understanding results influence design not replicable improving products few participants results reported to developers |
|
|
Term
Experiments & usability testing |
|
Definition
Experiments test hypotheses to discover new knowledge by investigating the relationship between two or more things Usability testing is applied experimentation. Developers check that the system is usable by the intended user population for their tasks. Experiments may also be done in usability testing. |
|
|
Term
|
Definition
Discover knowledge Many participants Results validated statistically Must be replicable Strongly controlled conditions Experimental design Scientific reported to scientific community Typical experimental designs have one or two independent variable. |
|
|
Term
Testing conditions in usability |
|
Definition
Usability lab or other controlled space. 5-10 users typically selected. Tasks usually last no more than 30 minutes. The test conditions should be the same for every participant. Informed consent form explains procedures and deals with ethical issues. |
|
|
Term
testing conditions have emphasis on |
|
Definition
selecting representative users; developing representative tasks. |
|
|
Term
|
Definition
completion time completion time after a break # and type of errors per task Number of errors per unit of time # of time using extra help # of users making a particular error # of users completing task successfully |
|
|
Term
How many participants is enough for user testing? |
|
Definition
Depends on: schedule for testing; availability of participants; cost of running tests.
Typically 5-10 participants. Some experts argue that testing should continue until no new insights are gained. |
|
|
Term
usability: Observation & interviews |
|
Definition
Notes, pictures, recordings Video Logging |
|
|
Term
|
Definition
Categorized Categories can be provided by theory: Grounded theory or Activity theory |
|
|
Term
|
Definition
Activity theory theorizes that when individuals engage and interact with their environment, production of tools results. |
|
|
Term
|
Definition
generation of theory from data in the process of conducting research |
|
|