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- # UCD
- ## Lecture 1
- Usability is the extent to which a product can be used by **specified users to achieve specified goals with effectiveness, efficiency and satisfaction**.
- UCD process:
- - Planning
- - Understand context of use
- - Specify the user requirements
- - Produce solutions to meet requirements
- - Evaluate and iterate (above stages)
- Usability goals:
- - Effectiveness (Completeness)
- - Efficiency (Ease of use)
- - Satisfaction (Perceived ease of use)
- ## Lecture 2 (Understand context of use)
- Requirement extraction process:
- - Elicit
- - Analyse
- - Extract
- Vision statement: **Explains the system to outsiders** is **short** and **can change over time**.
- ### Research
- Data gathering methods:
- - Interviews (contextual)
- - Observation (contextual)
- - Surveys/Questionnaires
- - Card sorting
- #### Surveys/Questionnaires
- Semantic Differential:
- Good for getting peoples feelings about a system.
- e.g.:
- ``` text
- hard 1 2 3 4 5 easy
- confusing 1 2 3 4 5 understandable
- ```
- Likert Scale:
- Good for measuring opinions and feelings.
- e.g.:
- ``` text
- Strongly 1 2 3 4 5 Strongly
- disagree agree
- ```
- #### Card sorting
- Good for finding out how people think information should be organised.
- Method:
- - Prepare set of cards
- - Shuffle
- - Ask users to sort cards
- - Examine which cards are grouped together
- Qualitative data:
- - Interview comments
- - Observations
- Synthesising raw data:
- - Paraphrase
- - Break up statements
- - Provide references for statements (e.g.: participant number)
- - Write in users perspective (e.g.: `I`, `my`)
- #### Affinity Diagram
- Good for organising and grouping qualitative data.
- Process:
- - Write synthesised statement on separate card
- - Try to group them into themes by analysing notes
- - Label each group
- - Find groups of groups
- ## Lecture 3 (Specify the user requirements)
- ### Functional requirements
- The **services (or functionality) that the system should provide** and **how the system reacts to input and how it behaves in specific situations**. Are **user requirements**.
- e.g.:
- ```text
- The user shall be able to register a new account with an email
- address and a password of their choice.
- ```
- ### Non-functional requirements
- Requirements **not concerned with specific functions**, may relate to **performance requirements**. Are **usability requirements**.
- e.g.:
- ```text
- qualitative: the user is not distracted by information that is irrelevant to
- their goal
- quantitative: the user can register an new account in less than 30 seconds
- ```
- Writing requirements:
- ```text
- Name of major feature or category
- Name of second level feature or category
- Requirement statement [with source from affinity diagram]
- Rationale (if useful): Rationale statement
- Note (optional): Commentary about requirement
- ```
- System Usability Scale (SUS):
- - Satisfaction measure (out of 100)
- - Odd question: Subtract 1 from *score* (Score-1)
- - Even question: Subtract score from 5 (5-Score)
- - Add all up and multiply by 2.5
- Modelling user characteristics:
- - User profile: list of user characteristics
- - User persona: description of ‘typical’ user
- Modelling task information:
- - Workflow model
- - Hierarchical task description/inventory (structured sub-tasks)
- - Scenarios
- - Essential use case (captures interaction between user and system)
- ## Lecture 4 (Produce solutions to meet requirements)
- Sketching is about **getting the right design**.
- Prototyping is about **getting the design right**.
- Mental Models: How a user thinks the system works.
- ## Lecture 5 (Produce solutions to meet requirements continued)
- Affordance: an **attribute of an object** that **allows people to know how to use it**.
- Sensory Affordance:
- - C: Contrast
- - R: Repetition
- - A: Alignment
- - P: Proximity
- Prototyping fidelity:
- - Low (paper prototyping)
- - Mid (software used to present prototype)
- - High (some level of programming)
- ## Lecture 6 (Evaluate and iterate)
- Formal evaluation: For designing.
- Summative evaluation: For gauging a final design.
- ### Types of evaluations
- **Quick and dirty evaluation:**
- - Quick
- - Cheap
- - Not precise
- - For low-fi prototype designing
- **Controlled evaluation:**
- - Expensive
- - Time consuming
- - Very precise
- - For summative evaluation
- **Field evaluation:**
- - Done in real environment
- - For hi-fi prototype testing
- **Remote evaluation:**
- - For hi-fi prototype testing
- ### Severity ratings
- **Frequency:**
- - Common
- - Rare
- **Importance:**
- - Difficult to overcome
- - Easy to overcome
- **Persistence:**
- - Ongoing problem
- - One time only
- Heuristics == Guidelines
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