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  1. # UCD
  2.  
  3. ## Lecture 1
  4.  
  5. Usability is the extent to which a product can be used by **specified users to achieve specified goals with effectiveness, efficiency and satisfaction**.
  6.  
  7. UCD process:
  8.  
  9. - Planning
  10. - Understand context of use
  11. - Specify the user requirements
  12. - Produce solutions to meet requirements
  13. - Evaluate and iterate (above stages)
  14.  
  15. Usability goals:
  16.  
  17. - Effectiveness (Completeness)
  18. - Efficiency (Ease of use)
  19. - Satisfaction (Perceived ease of use)
  20.  
  21. ## Lecture 2 (Understand context of use)
  22.  
  23. Requirement extraction process:
  24.  
  25. - Elicit
  26. - Analyse
  27. - Extract
  28.  
  29. Vision statement: **Explains the system to outsiders** is **short** and **can change over time**.
  30.  
  31. ### Research
  32.  
  33. Data gathering methods:
  34.  
  35. - Interviews (contextual)
  36. - Observation (contextual)
  37. - Surveys/Questionnaires
  38. - Card sorting
  39.  
  40. #### Surveys/Questionnaires
  41.  
  42. Semantic Differential:
  43.  
  44. Good for getting peoples feelings about a system.
  45. e.g.:
  46.  
  47. ``` text
  48. hard 1 2 3 4 5 easy
  49. confusing 1 2 3 4 5 understandable
  50. ```
  51.  
  52. Likert Scale:
  53.  
  54. Good for measuring opinions and feelings.
  55. e.g.:
  56.  
  57. ``` text
  58. Strongly 1 2 3 4 5 Strongly
  59. disagree agree
  60. ```
  61.  
  62. #### Card sorting
  63.  
  64. Good for finding out how people think information should be organised.
  65.  
  66. Method:
  67.  
  68. - Prepare set of cards
  69. - Shuffle
  70. - Ask users to sort cards
  71. - Examine which cards are grouped together
  72.  
  73. Qualitative data:
  74.  
  75. - Interview comments
  76. - Observations
  77.  
  78. Synthesising raw data:
  79.  
  80. - Paraphrase
  81. - Break up statements
  82. - Provide references for statements (e.g.: participant number)
  83. - Write in users perspective (e.g.: `I`, `my`)
  84.  
  85. #### Affinity Diagram
  86.  
  87. Good for organising and grouping qualitative data.
  88.  
  89. Process:
  90.  
  91. - Write synthesised statement on separate card
  92. - Try to group them into themes by analysing notes
  93. - Label each group
  94. - Find groups of groups
  95.  
  96. ## Lecture 3 (Specify the user requirements)
  97.  
  98. ### Functional requirements
  99.  
  100. 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**.
  101. e.g.:
  102.  
  103. ```text
  104. The user shall be able to register a new account with an email
  105. address and a password of their choice.
  106. ```
  107.  
  108. ### Non-functional requirements
  109.  
  110. Requirements **not concerned with specific functions**, may relate to **performance requirements**. Are **usability requirements**.
  111.  
  112. e.g.:
  113.  
  114. ```text
  115. qualitative: the user is not distracted by information that is irrelevant to
  116. their goal
  117. quantitative: the user can register an new account in less than 30 seconds
  118. ```
  119.  
  120. Writing requirements:
  121.  
  122. ```text
  123. Name of major feature or category
  124. Name of second level feature or category
  125. Requirement statement [with source from affinity diagram]
  126. Rationale (if useful): Rationale statement
  127. Note (optional): Commentary about requirement
  128. ```
  129.  
  130. System Usability Scale (SUS):
  131.  
  132. - Satisfaction measure (out of 100)
  133. - Odd question: Subtract 1 from *score* (Score-1)
  134. - Even question: Subtract score from 5 (5-Score)
  135. - Add all up and multiply by 2.5
  136.  
  137. Modelling user characteristics:
  138.  
  139. - User profile: list of user characteristics
  140. - User persona: description of ‘typical’ user
  141.  
  142. Modelling task information:
  143.  
  144. - Workflow model
  145. - Hierarchical task description/inventory (structured sub-tasks)
  146. - Scenarios
  147. - Essential use case (captures interaction between user and system)
  148.  
  149. ## Lecture 4 (Produce solutions to meet requirements)
  150.  
  151. Sketching is about **getting the right design**.
  152. Prototyping is about **getting the design right**.
  153.  
  154. Mental Models: How a user thinks the system works.
  155.  
  156. ## Lecture 5 (Produce solutions to meet requirements continued)
  157.  
  158. Affordance: an **attribute of an object** that **allows people to know how to use it**.
  159.  
  160. Sensory Affordance:
  161.  
  162. - C: Contrast
  163. - R: Repetition
  164. - A: Alignment
  165. - P: Proximity
  166.  
  167. Prototyping fidelity:
  168.  
  169. - Low (paper prototyping)
  170. - Mid (software used to present prototype)
  171. - High (some level of programming)
  172.  
  173. ## Lecture 6 (Evaluate and iterate)
  174.  
  175. Formal evaluation: For designing.
  176. Summative evaluation: For gauging a final design.
  177.  
  178. ### Types of evaluations
  179.  
  180. **Quick and dirty evaluation:**
  181.  
  182. - Quick
  183. - Cheap
  184. - Not precise
  185. - For low-fi prototype designing
  186.  
  187. **Controlled evaluation:**
  188.  
  189. - Expensive
  190. - Time consuming
  191. - Very precise
  192. - For summative evaluation
  193.  
  194. **Field evaluation:**
  195.  
  196. - Done in real environment
  197. - For hi-fi prototype testing
  198.  
  199. **Remote evaluation:**
  200.  
  201. - For hi-fi prototype testing
  202.  
  203. ### Severity ratings
  204.  
  205. **Frequency:**
  206.  
  207. - Common
  208. - Rare
  209.  
  210. **Importance:**
  211.  
  212. - Difficult to overcome
  213. - Easy to overcome
  214.  
  215. **Persistence:**
  216.  
  217. - Ongoing problem
  218. - One time only
  219.  
  220. Heuristics == Guidelines
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