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Dec 5th, 2018
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  1. Short answers followed by a bunch of questions that need you to solve problems and apply what you know
  2.  
  3. What is human computer interaction?
  4. - Know the definition
  5. (Lec 1)
  6. 1. Usability goals
  7. "What is usability?"
  8. - Define it + know the goals
  9. * Software which is intuitive and easy to learn
  10. * Is efficient in performing tasks
  11. * Is memorable so that they can return later and remember how to do things
  12. * Reduces he errors made and provudes a way to recover from them
  13. * Reduces the load on the user's memory
  14. * Provides a model of the system that is easy to understand
  15. * Provides the user with a satisfying experience
  16.  
  17. "Here is a picture of some photoshop thing. Which visibility goals does this satisfy? Explain where it satisfies those things."
  18.  
  19. (Lec 2)
  20. 2. Focusing attention
  21. Contrast, fonts, white spaces, sizes, gestalt's laws, focus, fitt's law, memory, external cognition, cognitive tracing
  22. Memory (Dont overload people's short term memory)
  23. Recognition versus Recall
  24. Command lines require you to remember a large number of commands and options
  25. GUIs present you with lists of commands you can recognize and select
  26. You do not need to limit lists or buttons to 8 since they are being recognized.
  27.  
  28. (Lec 3)
  29. 3. User Design - User centered design, definition, process (involves the life cycle) + how to gather requirements and talk to people
  30. "What's user design all about?"
  31. Four basic activities of interaction design
  32. 1. Establish requirements
  33. 2. Design alternatives
  34. 3. Prototyping
  35. 4. Evaluating
  36. Three principles of design
  37. 1. Early focus on users and tasks
  38. 2. Empirical measurement
  39. 3. Iterative design
  40.  
  41. (Lec 4)
  42. 4. Metaphors - Good and bad, conceptual models (Why we have conceptual models)
  43. "When do they work and when don't they work?"
  44. What happens when people have the wrong conceptual model
  45. Understanding what it all means rather than just the definition
  46.  
  47. (Lec 5)
  48. 5. User modeling, need, requirements, personas
  49. Difference between goals and needs. Then they talk about modeling the user (personas)
  50. "How do you gather information on personas?"
  51. - Bob likes minimal distraction
  52. - Marie needs to distract her kids in the back and should be easy to control things with a bunch of screaming children in the back
  53.  
  54. (Lec 6)
  55. 6. Scenarios + Use Cases
  56. * A scenario is an informal narrative description
  57. * Use cases
  58. *Human actors
  59. - A customer using a web interface
  60. - An employee using a PC interface
  61. - A manager requesting a report
  62. * Non-human actor
  63. - A bank answering queries
  64. - A credit card company approving transactions
  65. - A web service providing infromation
  66. Developing use cases
  67. 1. Identify actors
  68. 2. ?
  69. 3. ?
  70.  
  71. NAME (Ordering goods)
  72. 1 or 2 Line description (User orders goods)
  73. ACTORS (Actors must be external to the system) (User and nothing else)
  74. TRIGGER (User needs or wants some goods)
  75. PRE-COND (State of the machine before the process)
  76. POST-COND (State of the machine at the end of the process)
  77. RESULT (User purchased goods)
  78.  
  79. MAIN FLOW
  80. (Series of numbered steps that the user has to go through)
  81.  
  82. ALT-FLOW(s)
  83. (Series of numbered steps that happens when things go wrong)
  84. Key info:
  85. * Where it happened
  86. * How to fix it
  87. * What to do next
  88.  
  89. (Lec 7)
  90. 7. Design principles + Design patterns
  91. * Visibility - Can I see it?
  92. - Things should be visible to the users
  93. * Feedback - What's going on?
  94. * Affordance - Does its look tell me how to use it?
  95. - Sliders slide around
  96. - Buttons get pushed
  97. * Mapping - Do I know what this control does?
  98. - Having a percentage next to a slider can tell the user that it is for zooming
  99. * Constraint - A limit on what I can do
  100. - Grey out menu options which cannot be selected or modified
  101. - Alter the maximum and minumum values of sliders to limit the values which can be input
  102. * Consistency - do I do it the same way everywhere?
  103. Design patterns
  104. http://www.ui-patterns.com
  105. "Know the definitions of design patterns and know examples"
  106. UI vs UX
  107. "Know how we look at UX" - Less important than UI
  108.  
  109. (Lec 8)
  110. 8. Platform Design
  111. "Do you have a good set of user interface elements?"
  112. "They want us to know the definitions of transition, transitioned, sovereign, transient, daemonic, etc"
  113.  
  114. (Lec 9)
  115. 9. Guidelines, platforms
  116. "What is a platform?" - Define it
  117. * Java Swing, JavaFX, WebGL + JQueryUI + HTM5 + JS
  118. Platform guidelines include
  119. - An overview of desirable properties of user interfaces
  120. - Guidelines of how to use controls
  121. - What they are good for
  122. - When to pick one over another
  123. - Guidelins on how to use each control
  124. Navigation
  125. Communication
  126. Helpful constraints
  127. Reasonable default values
  128. Forgiving formats
  129. Afforances
  130. Negative feedback
  131. - Give more positive feedback rather than negative feedback
  132.  
  133. (Lec 10)
  134. 10. Interaction elements
  135. "Whats a pane, whats a property sheet?"
  136. - Full screen applications
  137. Pros:
  138. See everything big
  139. Good for small screens
  140. Concentrate on one thing
  141. Cons:
  142. Difficult to work with two applications at once
  143. Need a taskbar to allow switching applications
  144. Unaware of what is happening in other applications
  145. Wastes space on large screens
  146.  
  147. (Lec 11)
  148. 11. Visual Design
  149. "Its about making thins look good"
  150. Grouping color spaces
  151. Squint tests
  152. Logical flow
  153. Symnetry and balance
  154. Function oriented icons
  155. Animated tooltip gif
  156.  
  157. (Lec 12)
  158. 12. Prototyping, Fidelity
  159. "What is prototyping?"
  160. Is is the rapid construction of all or part of something
  161. They allow for evaluating the strength of a design, getting feedback, and finding the flaws in a design
  162. Most prototypes are built and then thrown away
  163.  
  164. We start with low fidelity tools
  165. They lack sophisticated graphics and interaction
  166.  
  167. They capture the look of the UI as wireframes
  168. They are good for working out your intial ideas
  169.  
  170. Mockups are the next stage in design
  171. They are like wireframes but they add more sophisticated graphics
  172.  
  173. Prototypes are almost working products
  174. They have interaction and they have limited functionality.
  175. They are build as the last stage before starting the development of the actual product
  176.  
  177. (Lec 13)
  178. 13. Evaluation practice
  179. Eye tracking
  180. Number of mistakes were made
  181. How many pages were visited
  182. Heuristics
  183. (Write down the heuristics)
  184. (Know what they are and how to put them to use)
  185. Know what cognitive walk-throughs are
  186. Agile UX - How you can fit UX design into agile processes
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