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- Short answers followed by a bunch of questions that need you to solve problems and apply what you know
- What is human computer interaction?
- - Know the definition
- (Lec 1)
- 1. Usability goals
- "What is usability?"
- - Define it + know the goals
- * Software which is intuitive and easy to learn
- * Is efficient in performing tasks
- * Is memorable so that they can return later and remember how to do things
- * Reduces he errors made and provudes a way to recover from them
- * Reduces the load on the user's memory
- * Provides a model of the system that is easy to understand
- * Provides the user with a satisfying experience
- "Here is a picture of some photoshop thing. Which visibility goals does this satisfy? Explain where it satisfies those things."
- (Lec 2)
- 2. Focusing attention
- Contrast, fonts, white spaces, sizes, gestalt's laws, focus, fitt's law, memory, external cognition, cognitive tracing
- Memory (Dont overload people's short term memory)
- Recognition versus Recall
- Command lines require you to remember a large number of commands and options
- GUIs present you with lists of commands you can recognize and select
- You do not need to limit lists or buttons to 8 since they are being recognized.
- (Lec 3)
- 3. User Design - User centered design, definition, process (involves the life cycle) + how to gather requirements and talk to people
- "What's user design all about?"
- Four basic activities of interaction design
- 1. Establish requirements
- 2. Design alternatives
- 3. Prototyping
- 4. Evaluating
- Three principles of design
- 1. Early focus on users and tasks
- 2. Empirical measurement
- 3. Iterative design
- (Lec 4)
- 4. Metaphors - Good and bad, conceptual models (Why we have conceptual models)
- "When do they work and when don't they work?"
- What happens when people have the wrong conceptual model
- Understanding what it all means rather than just the definition
- (Lec 5)
- 5. User modeling, need, requirements, personas
- Difference between goals and needs. Then they talk about modeling the user (personas)
- "How do you gather information on personas?"
- - Bob likes minimal distraction
- - 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
- (Lec 6)
- 6. Scenarios + Use Cases
- * A scenario is an informal narrative description
- * Use cases
- *Human actors
- - A customer using a web interface
- - An employee using a PC interface
- - A manager requesting a report
- * Non-human actor
- - A bank answering queries
- - A credit card company approving transactions
- - A web service providing infromation
- Developing use cases
- 1. Identify actors
- 2. ?
- 3. ?
- NAME (Ordering goods)
- 1 or 2 Line description (User orders goods)
- ACTORS (Actors must be external to the system) (User and nothing else)
- TRIGGER (User needs or wants some goods)
- PRE-COND (State of the machine before the process)
- POST-COND (State of the machine at the end of the process)
- RESULT (User purchased goods)
- MAIN FLOW
- (Series of numbered steps that the user has to go through)
- ALT-FLOW(s)
- (Series of numbered steps that happens when things go wrong)
- Key info:
- * Where it happened
- * How to fix it
- * What to do next
- (Lec 7)
- 7. Design principles + Design patterns
- * Visibility - Can I see it?
- - Things should be visible to the users
- * Feedback - What's going on?
- * Affordance - Does its look tell me how to use it?
- - Sliders slide around
- - Buttons get pushed
- * Mapping - Do I know what this control does?
- - Having a percentage next to a slider can tell the user that it is for zooming
- * Constraint - A limit on what I can do
- - Grey out menu options which cannot be selected or modified
- - Alter the maximum and minumum values of sliders to limit the values which can be input
- * Consistency - do I do it the same way everywhere?
- Design patterns
- http://www.ui-patterns.com
- "Know the definitions of design patterns and know examples"
- UI vs UX
- "Know how we look at UX" - Less important than UI
- (Lec 8)
- 8. Platform Design
- "Do you have a good set of user interface elements?"
- "They want us to know the definitions of transition, transitioned, sovereign, transient, daemonic, etc"
- (Lec 9)
- 9. Guidelines, platforms
- "What is a platform?" - Define it
- * Java Swing, JavaFX, WebGL + JQueryUI + HTM5 + JS
- Platform guidelines include
- - An overview of desirable properties of user interfaces
- - Guidelines of how to use controls
- - What they are good for
- - When to pick one over another
- - Guidelins on how to use each control
- Navigation
- Communication
- Helpful constraints
- Reasonable default values
- Forgiving formats
- Afforances
- Negative feedback
- - Give more positive feedback rather than negative feedback
- (Lec 10)
- 10. Interaction elements
- "Whats a pane, whats a property sheet?"
- - Full screen applications
- Pros:
- See everything big
- Good for small screens
- Concentrate on one thing
- Cons:
- Difficult to work with two applications at once
- Need a taskbar to allow switching applications
- Unaware of what is happening in other applications
- Wastes space on large screens
- (Lec 11)
- 11. Visual Design
- "Its about making thins look good"
- Grouping color spaces
- Squint tests
- Logical flow
- Symnetry and balance
- Function oriented icons
- Animated tooltip gif
- (Lec 12)
- 12. Prototyping, Fidelity
- "What is prototyping?"
- Is is the rapid construction of all or part of something
- They allow for evaluating the strength of a design, getting feedback, and finding the flaws in a design
- Most prototypes are built and then thrown away
- We start with low fidelity tools
- They lack sophisticated graphics and interaction
- They capture the look of the UI as wireframes
- They are good for working out your intial ideas
- Mockups are the next stage in design
- They are like wireframes but they add more sophisticated graphics
- Prototypes are almost working products
- They have interaction and they have limited functionality.
- They are build as the last stage before starting the development of the actual product
- (Lec 13)
- 13. Evaluation practice
- Eye tracking
- Number of mistakes were made
- How many pages were visited
- Heuristics
- (Write down the heuristics)
- (Know what they are and how to put them to use)
- Know what cognitive walk-throughs are
- Agile UX - How you can fit UX design into agile processes
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