440 Midterm Review Midterm in-class Tuesday, Nov 6 1 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… 2 Midterm Content You will be expected to know everything, up to the midterm Lecture Individual Homework Readings Project processes (tutorial) 3 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? 4 Tips for Preparation During the exam Read questions carefully Don’t spend too much time on one section 5 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 Now Take out a sheet of paper, and be ready to answer the mini-quizzes 7 So what did we learn, anyway? ? 8 Topics: Design Intro Design triangle Usability Goals and Metrics Design process Discovery, exploration, refinement, production Iterate! Understanding your user 9 Iteration At every stage! Design Prototype Evaluate CSE 440 - Autumn 2008 UI Interface Design, Prototyping, & Implementation 10 Quiz: Design Triangle Tasks Organizational & Social Issues Design Technology Humans 11 Quiz: Usability Goals Learnable Memorable Flexible Efficient Robust Pleasing Fun 12 Topics List Design Concepts Conceptual Models (Design, User) Affordances Metaphors Visibility 13 Designing / Conceptual Model Conceptual model Design model should equal user model mental representation of how an object works & how interface controls effect it 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 Model User Model System Image 14 Quiz: Key Terms 1. 2. 3. 4. 5. 6. 7. 8. Usability User centered Design Task Analysis Contextual Inquiry Rapid Prototyping Evaluation Affordance ESM 15 Usability According to the ISO: The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments CSE 440 - Autumn 2008 UI Interface Design, Prototyping, & Implementation 16 Topics: Contextual Inquiry Know thy user by ? involving them in design Terms: Context, Partnership, Master/Apprentice model Contextual inquiry is for? How do we do it? ESM stands for? way to answer the task analysis questions interview & observe real customers use master-apprentice model to get them to teach you Experience Sampling Method ESM is used to get self-report data where? in situ 10/7/2008 User Interface Design, Prototyping, & Evaluation 17 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 building software! 10/7/2008 before get rid of problems early in the design process User Interface Design, Prototyping, & Evaluation 18 Quiz: Task Analysis questions 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. Who is going to use the system? What tasks do they perform now? What tasks are desired? How are the tasks learned? Where are the tasks performed? What relationship between the user and data? What other tools does the customer have? How do customers communicate with each other? How often are the tasks performed? What are the time constraints on the tasks? What happens when things go wrong? 19 Quiz: History of HCI As we may think: Vannevar Bush Grace Hopper Doug Englebart Memex, wearcam, Autospeech First Computer Bug Augmenting human intellect Chorded Keyboard Mouse Word processing Groupware 20 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 CSE440 - Autumn 2008 User Interface Design, Prototyping, and Evaluation 21 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 CSE440 - Autumn 2008 User Interface Design, Prototyping, and Evaluation 22 Informal UI Prototyping Tools Outpost Denim Topiary CSE440 - Autumn 2008 Suede SketchWizard User Interface Design, Prototyping, and Evaluation 23 Topics: Human Abilites Human Perception Color sensitivity & physical human eye Hue, Lightness, Saturation 100 ms Fitt’s law LTM, STM, Sensory Model Human Processor 24 The Model Human Processor Developed by Card, Moran, & Newell (’83) based on empirical data Long-term Memory Working Memory sensory buffers Visual Image Store Eyes Ears Perceptual Processor Auditory Image Store Motor Processor Fingers, etc. Cognitive Processor 25 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 26 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 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 28 29 Good Luck! 30