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| 5 things to consider about the understanding of the users |
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what are people good and bad at ways to improve current abilities what provides quality user experience listening to what people want utired and tested techiques during design |
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designing interactive products to support the way people communicate and interact in their everyday and working lives multidisciplinary |
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| focus of interaction design |
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| concerned with practice, how to design user experiences |
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| difference between fields are in |
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| methods, philosophies, and lenses used to study and design computers |
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| how a product behaves and is used in the real world |
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| (four) process of interaction design |
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identifying needs and establishing requirements for the user experience developing alternative designs to meet those requirements building interactive versions of the designs so that they can be communicate and assessed evaluating what is being built through the process and the user experience it offers |
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| importance about learning about groups of users |
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age diff cultural diff correct or incorrect assumptions
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| being concerned with meeting specific usability criteria |
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| concerned with explicating the nature of the user experience |
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| usability goals, specific |
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| effectiveness, efficiently, safety, utility, learn-ability, and memorability |
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| how good a product is at doing what it is supposed to do |
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| the eay a product supports users carrying out their tasks. |
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| protecting the user against dangerous conditions and undesirable situations |
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| the extent of a product provides the right kind of functionality so the users can do what they need or want to do |
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| how easy a system is to learn to use |
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| specific objectives that enable the usability of a product to be assessed in terms of how it can improve or not, a users performance |
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how the system feels to a user how users experience an product from the perspective, not how useful or productive |
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visibility feedback constraints consistency affordances |
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| sending back information about what action has been done and whats been accomplished |
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| ways of restricting the kinds of user interaction that can take place |
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| an attribute of an object that allows people to know how to use it |
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| reminders of what to provide and what avoid when designing an interface |
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| assessing the acceptability of interfaces used during heuristic evaluation |
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| a high-level description of how a system is organized and operates |
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| componenets of a conceptual model |
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major metaphors concepts relationships between concepts mappings between concepts and user experience |
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| benefits of conceptualizing a design |
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orient towards specific questions about understanding of users to not become too narrow focused establishing common terms |
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| against interface metaphors |
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breaks the rules too constraining conflicts with desing principles not bale to understand beyond th emetaphor overly literal translatio of existing bad designs limits designers imagination on new pardigms and models |
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instructing conversing manipulating exploring
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| tell the machine what to do |
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| digital objects be designed at the interface that can be interacted with in ways that are analogous to how physical objects in the physical world are manipulated |
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Second world war Britain “Ergonomics” 1980’s US “Human Factors” Man Machine Interaction Human Computer Interaction |
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| inviduals, groups, organizations |
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| •Input-Processing-Application devices! |
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size and depth brightness color |
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| Acuity increases with luminance |
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Low pitch = low frequency High pitch = high frequency |
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| language the ultimate interface? |
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not less important! virtual reality |
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Process of concentrating on specific features of the environment, or on certain thoughts or activities Excluding of other features of the environment Attention and consciousness |
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| attention and consciousness |
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| that which controls access to conscious experience |
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| sensory memory, short term, working memory, long term storage |
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| long term factors to aid encoding |
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| connections, generation, organization |
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| information processing: organizing |
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| Emotional events are remembered |
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physically:fully able, impaired systems psychologically: different views |
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| not intuitive, adapted to and like it |
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humans are adaptable starts off declarative and then procedural |
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| why not alphabetic keyboards? |
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| Despite being more “human” ways to interface …. |
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| •technology lags behind human ability |
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| problems with voice dialing |
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| problems with handwriting |
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| Slow and incompatible interface tools |
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| Pointing devices are easier |
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| to master than other technology for novices |
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| power users and pointing devices |
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| Power users find them slower and more annoying / Cursor keys are preferred by power users |
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| number of of pixels per bits / more bits per pixel means greater choices in intensity and color |
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| Total number of pixels in standard display |
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| density of pixels in a standard display |
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| forms of output technology |
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| cathoderaytubes / liquid crytal displays |
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| used before transitors and intergrated circuits / stream of electrons forma gun / radioactive |
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| Use less power / No Radiation problems / Matrix addressable – do not need to scan to access pixels |
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| thin fexible sheets / updated eletronically / but retain display |
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| cockpit and virtual controls / 3d mouse/ data glove / vr helmets / whole body tracking |
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time delay depth perception / conflicting cues result in sickness |
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| limitation on interactice performance |
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| computation bound / storage channel bound / graphics bound / network capacity |
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| computation taking too much time |
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| bottleneck in transference of data from disk to memory |
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| angalogue / digital / head-up displays |
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| errors indications / confirmation of actions |
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| for controlling menus/ feel small ‘bumps’ for each item / makes it easier to select options by feel / haptic technology |
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| silicon chips / nanosecond access / volatile |
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| use lasers/ more robust / cd-rom / DVD |
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| often uses RAM for main memory |
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| reduce amount of storage required |
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| recover exact information / looks for commonalities |
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| recover something similar / exploit perception |
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| forgiving systems / access without structure (all information in a document |
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| computers get faster and faster/ processors speed doubles eevry 18 months / memory doubles every 12 months |
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| issues with networked computing |
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| network delays / conflicts / unpredictability |
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| examples of environment and bio sesnsing |
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| car lights / ultrasound detectors (washing) / security tags / temperature weight location |
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| TCP (transmission control protocol) / IP (internet protocol) |
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| Donald Norman’s model (7) |
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user establishes the goal / formulates intention/specifies actions at interface/executes action/perceives system state/interprets system state /evaluates system state with respect to goal |
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| norman's model concentration |
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| user's view of the interface |
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| execution/evaluation loop: evalutation |
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| perceives system state/ interprets system state / B53evaluates system state with respect to goal |
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| Abowd and Beale framework |
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| user/ input/ system / output |
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| –physical characteristics of interaction |
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| –the nature of user/system dialog |
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| the area of work under study |
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| plan of actiohhn / execute at interface / observe and evaluate |
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| user interacts with artificial world |
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| user interacts with real world through interface |
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| Common interaction styles |
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| command line interface/menus/natural language/question/answer and query dialogue/ form-fills and spreadsheets/WIMP/point and click/three–dimensional interfaces |
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| Way of expressing instructions to the computer directly/ best for repetitive taks and experts / direct access to system functionality / ex: unix |
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| windows icons menus pointers / default style for most interactive computer systems |
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| which kind to use/ what to include in menus at all/words to use (action or description)/how to group items/choice of keyboard accelerators |
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| take a lot of screen space |
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| context and interaction affected by |
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| other people / motivation / inadequate systmes |
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| physical design constraints |
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| ergonimonic / physical/ safety / contex/ aesthetic / economic |
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| people use something ONLY IF it has perceived value and value exceeds cost |
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