What is a problem space ?
•The problem space is the set of all possible states or situations that a problem can have.
•It includes all possible inputs and outputs for the problem, and the relationships between them.
mention 1 reason why its important to understand users
Improved User Experience
Better Problem Solving
Increased Innovation
Improved Marketing
Better Decision Making
Mention 1 dimension humans differ
motor abilities
strength
disabilities
Name 1 design implications for problem-solving
•Provide information and help pages that are easy to access for people who want to understand more about how to carry out an activity more effectively (for example, web searching).
What is requirement
•A requirement is a statement about an intended product that specifies what it should do or how to do it.
•For requirements to be effectively implemented and measured, they must be specific, unambiguous and clear.
what is a prototype
•A prototype is an early sample, model, or release of a product built to test a concept or process.
Why is it important to evaluate
•Evaluation is needed to check that users can use the product and like it.
Name a framework used to guide observation?
The Goetz and LeCompte (1984) framework
The Robinson (1993) framework
what are the components of a use case diagram
•Use cases. Usually drawn with ovals, use cases represent different use scenarios that actors might have with the system (log in, make a purchase, view items, etc.)
•System boundaries. Boundaries are outlined by the box that groups various use cases in a system.
•Actors. These are the figures that depict external users (people or systems) that interact with the system.
•Associations. Associations are drawn with lines showing different types of relationships between actors and use cases.
Why is defining the problem space important?
•Defining the problem space is important for understanding the scope and constraints of a problem.
•It provides a framework for breaking down the problem into its components and for understanding the potential solutions.
Define experiential cognition
•Experiential cognition is a state of mind where people perceive, act, and react to events around them intuitively and effortlessly.
It requires reaching a certain level of expertise and engagement
Mention 2 advantages of involving users?
•Expectation management
• Realistic expectations
• No surprises, no disappointments
• Timely training
• Communication, but no hype
•Ownership
• Make the users active stakeholders
• More likely to forgive or accept problems
• Can make a big difference to acceptance and success of product
Ergonomic abilities relate to?
user's physical abilities
•These are the technical constraints that a system must meet, such as compatibility with existing hardware and software, performance and reliability, and security.
Mention 1 benefit of using low level prototypes
simple, cheap, and quick to produce.
mention 1 technique used for evaluation
•observing users,
•asking users’ their opinions,
•asking experts’ their opinions,
•testing users’ performance
•modeling users’ task performance
What task description technique is narrative, informal, not generalisable, natural
•Scenarios
Explain Ubiquitous computing(Pervasive Computing)
Ubiquitous computing is the method of enhancing computer use by making many computers available throughout the physical environment, but making them effectively invisible to the user
Explain what conceptualizing interaction is
•Conceptualizing interaction in the context of interaction design involves understanding how the design of a product or system can influence the way people interact with it.
•The goal is to create a seamless and satisfying experience that meets the needs of the users and enhances their interactions with the product or system.
Mention 2 cognitive aspects
•Attention
•Memory
•Learning
•Reading, speaking, and listening
•Problem-solving, planning, reasoning, and decision-making
which life cycle model is associated with risk analysis
Spiral model
What is a cognitive walk through?
•This method is a user-centered evaluation technique that evaluates a system's usability by analyzing the cognitive processes involved in completing a task.
•The technique simulates the thought processes of a user and identifies potential obstacles and points of confusion.
Give an example of a non functional requirement
•Scalability
•Usability
•Interoperability
•Performance
Give 2 examples of a low fidelity prototype
•sketches of screens,
task sequences
•‘Post-it’ notes
•Storyboards
‘Wizard-of-Oz’
Which evaluation paradigm (technique) is done in natural settings
Field studies
•Space. What is the physical space like?
•Actors. Who is involved?
•Activities. What are they doing?
These questions are related to what observation framework?
The Robinson (1993) framework
Explain the difference between incidental learning and intentional learning
•Incidental learning occurs without any intention to learn.
•Intentional learning is goal-directed with the goal of being able to remember it.
Explain the difference between an interaction mode vs an interaction style
•Interaction mode: what the user is doing when interacting with a system, e.g. instructing, talking, browsing or other
•Interaction style: the kind of interface used to support the mode, e.g. speech, menu-based, gesture
What is a mental model?
•A mental model is based on belief, not facts: that is, it's a model of what users know (or think they know) about a system.
•Individual users each have their own mental model.
•A mental model is internal to each user's brain, and different users might construct different mental models of the same user interface.
Name the 4 basic activities of interaction design?
•There are four basic activities in Interaction Design:
1.Identifying needs and establishing requirements
2.Developing alternative designs
3.Building interactive versions of the designs
4.Evaluating designs
What does GOMS stand for?
GOMS (Goals, Operators, Methods, and Selection rules)
Explain the difference between a functional requirement and non functional requirement
•Functional requirements: Functional requirements specify the software functionality that the developers must build into the product to enable users to accomplish their tasks, thereby satisfying the business requirements.
•Non-Functional Requirements: Constraints or standards that the system must have or comply with.
•Non-functional requirements define the system’s quality characteristics.
With this technique, the user interacts with the software as though interacting with the product. What prototyping technique this?
‘Wizard-of-Oz’ prototyping
Fill in the blanks
___________ involves recording typical users’ performance on typical tasks in controlled settings
Usability testing
State the 6 parts of the DECIDE framework
• - Determine the overall goals
- Explore the questions that satisfy the goals
- Choose the paradigm and techniques
- Identify the practical issues
- Decide on the ethical issues
- Evaluate ways to analyze & present data
fill in the blank
______________ is a research method used to understand the behavior and attitudes of people within their natural environments.
Ethnography
Define a conceptual model is?
•A conceptual model is the mental model that people carry of how something should be done.
Using a to-do list is an example of?
a) Externalizing to reduce memory load
b) Computational offloading
c) Annotation and cognitive tracing
Externalizing to reduce memory load
Which life cycle model is focused on evaluation
The Star lifecycle model
Usability engineering lifecycle model
What is GOMS?
•Its a model that provides a framework for analyzing and predicting the time it takes for users to perform tasks using a computer system.
•The model takes into account the user's goals, the operators required to achieve those goals, the methods for performing the operators, and the selection rules used to determine which method to use in a given situation.
mention 3 data gathering techniques
Interviews
Indirect Observation
One-on-One Interviews
Studying Documentation
Direct Observation
Researching Similar Products
Group Interviews
Questionnaires
Focus Groups
State a drawback of using high-fidelity prototypying
users may think they have a full system
Costly
take more time to make
may require coding
Explain how "quick and dirty" evaluation works
•A "quick and dirty" evaluation is a common practice in which designers informally get feedback from users or consultants to confirm that their ideas are in line with users' needs and are liked.
Explain the 4 conceptual models based on activity
•Giving instructions - issuing commands using keyboard and function keys and selecting options via menus
•Conversing - interacting with the system as if having a conversation
•Manipulating and navigating - acting on objects and interacting with virtual objects
•Exploring and browsing - finding out and learning things
Explain how throw away prototyping works?
Throwaway prototyping means building initial ideas for different applications, interfaces, or functions, without necessarily having the intention of including them in the finished system.
Rather, the idea is to gather feedback, prove concepts, or undertake other research tasks
Explain what cognitive friction is?
•Cognitive friction occurs when a user is confronted with an interface or affordance that appears to be intuitive but delivers unexpected results.
What is external cognition
•External cognition is the information processing that goes on between the internal cognition of the human mind and the perception and manipulation of its external representations (e.g. maps, notes, diagrams).
Mention 1 step carried out when conducting a contextual design
Contextual Inquiry
Work Modeling
Design Workshops
Scenario Development
Storyboarding
Prototype Development
Evaluation
Explain what heuristics evaluation is?
This method involves evaluating a system's usability by applying a set of well-established usability heuristics, or guidelines, to identify potential usability issues.
•The heuristics are based on expert knowledge and experience in the field of HCI.
Name 1 technique used for task description
•Scenarios
•Use cases
•Essential use cases
Explain the difference between a horizontal vs vertical prototyping
• ‘horizontal’: providing a wide range of functions but with little detail,
‘vertical’: providing a lot of detail for only a few functions
Mention 1 other factor that needs to be considered apart from the evaluation paradigm or technique when it comes to how data is analyzed & presented depends
- Reliability: can the study be replicated?
- Validity: is it measuring what you thought?
- Biases: is the process creating biases?
- Scope: can the findings be generalized?
- Ecological validity: is the environment of the study
fill in the blank
______________ is a user-centered design method that focuses on understanding the context in which users will interact with a product.
Contextual Design
Explain how evolutionary prototyping works?
The idea behind this is that an initial prototype is presented to the user. They provide feedback and suggestions for improvements.
These are actioned by the developer who then presents a more refined prototype.
The user once more provides feedback.