HCI Review Ready
HCI Review Ready
HCI Review Ready
A few don’ts
How to UCD
Needfinding -> design alternatives -> prototyping -> evaluation
- Needfinding: do the ppl that i'm designing something for need what i am offering and
can they use it effectively (surveys, interviews, observations)
- Design alternatives: thinking of how to cater to the user’s needs (brainstorming,
personas, storyboards)
- Prototyping: making a first prototype of what we think the users need, iterating over it to
get a finished product (paper prototype, wireframe, WOZ)
- Evaluation: how successful were we? (Qualitative, empirical, predictive)
USC Pros
- Easy to learn and use interface
- Avoid common mistakes
- Builds a product for users which is ready to use
- Adredded design issues later in the development
- Mitigates human error
OR
Double diamond method – DD conveys a design process to designers and non-designers alike.
The two diamonds represent a process of exploring an issue more widely (divergent thinking)
and then taking focused action (convergent thinking)
We are focusing on User-Centered Design, and sometimes use interchangeably with Human-
Centered design.
Principles of UCD
1. Design is based upon an explicit understanding of users, tasks and environments.
2. Users are involved throughout design and development.
3. Design is driven and refined by user-centered evaluation.
4. Process is iterative.
Needfinding – at this stage, we aim to understand our users’ needs to perform a task
Advantages
● Can be online or in person
● Quick access to a larger number of users
● Easy to analyze [use automatized tools]
Disadvantages
● Hard to formulate questions
● Results might depend on current mood
● You might have data on how they feel/think, not how they interact with
the product
- Observations. - With user observation you can collect data to evaluate the usability of
your product with actual users.
2. Controlled: conducted in a laboratory environment for getting more quantitative data, e.g., number
of clicks, response time, etc./ easy to conduct, analyze and reproduce/
- Find extreme as well as perfect users
- Find users from different age, ethnicity, back groups etc.
We have more different methods to understand users’ needs. We can use the results of one approach to
inform the others. For example, using the findings from observation to prepare questions for survey.
- Personas
How to come up with a persona? – collect user needs, analyze data to find
patterns,cluster user segments, write a persona based on segment
- Fictional characters to represent your users
- Find their goals, needs, wants
- Interactive persona
- Include age, gender, personality type etc
- Created based on the results (and patterns) of needfinding
- Storyboard - Series of rough sketches that show the user
interacting with the product
- Conveys a story on a user carrying out a task
- Many details are missing e.g.(colors, UI elements)
- Rough sketches
- Allow us to get a high level feedback from the user
- Setting (people involved, environment, task)
- Sequence (what steps are involved, what leads the
user to use the product)
- Satisfaction (user’s motivation, end result, what
needs are satisfied)
- POV: who needs what and why – a POV is your reframing of
design challenge into an actionable problem statement that
will launch you into generative ideation
- USER needs to USER’S NEED because INSIGHT
-WE MET name, WE WERE SURPRISED TO FIND OUT tension/conflict
WE WONDER IF THAT MEANS what we inferred. IT WOULD BE GAME
CHANGING TO goal of the product
- How might we – short questions that launch brainstorming. We use might to defer
judgment
Lecture 5- Prototyping - Experiment process where the team implements ideas into tangible
form from paper to digital.With prototyping the team diminish, prevention, correction and
failure
Fidelity refers to the level of detail and functionality you include in your prototype.[visual design,
content and interactivity]
- low, med and high-fidelity prototypes
- Ideate in the low fid, detailed in the med fid and visualize in the high fid
Why prototype: clear picture of potential benefits, risks and costs to stakeholders, early
possibility to adapt changes, improve time-to-market by minimizing the amount of errors
Low fidelity:
- paper prototype lacks realism and requires in person testing.
- Cheap and quick iterations
- Good for teambuilding
- Pieces serve as documentation
- Honest feedback
- Individual pieces serve as documentation.
- Low time investment
- Lacks realism
- Covers interaction but no aesthetics.
- Test users have low expectations
- clickable wireframe – don’t require a separate person to work as a facilitator during the
testing
- Only has placeholders
- Only the most important interactions
Med fidelity:
- can interact with prototype
- All interactions are there (everything is clickable)
- Contents and visual designs are less emphasized
- Content is static but allows interactions
- You can view and interact on a device
Wireframes:
No real content, all pages available, interactive storyboard, architecture & layout
High fidelity prototypes appear and function as similar as possible to the actual product that will
ship:
- visual design: realistic and detailed design – all interface elements, spacing, graphics
look just like a real app.
- content: designers use real or similar to real content. The prototype includes most or all
of the content that will appear in the final design.
- Interactivity: prototypes are highly realistic in their interactions
+ meaningful feedback during usability test, good demonstrations of stakeholders
- time demanding, costly to build
Wizard of OZ – replicating system behavior with a human operator. Wizard controls the robot.
Task analysts:
- What is a task?
- Process of learning about ordinary users by observing them in action to
understand in detail how they perform their tasks and achieve their intended
goals - Set of activities required to achieve a goal
- Task analysis:
- What are the user’s goals?
- What are they trying to achieve?
- What do they do to achieve the goal?
- How are they influenced by their environment and the HCI product
- Process of learning about ordinary users by observing them in action
- How to analyze a task?
- GOMS approach considers humans are input/output systems, BUT do not
include what is happening in between. (goals, operators, methods, selection
rules)
- Goals: single or multiple to use HCI product
- Operators: series of operators to execute the selected method
- Methods: series of operators to achieve the goal
- Selection rule: to select which method to use
- CTA Cognitive task analysis (emphasis on the cognitive process behind decision
making -memory, attention, cognitive load)
- How to perform? Observe people while performing task -> what user
need to perform the task? -> populate knowledge representation -> check
your understanding -> design interfaces based on analysis
+ less formalism yet good enough to design interfaces, consider cognitive aspect of task
- time, hard to carry out if you are new in designing interfaces
Norman’s 7 Principles
1. Use both knowledge in the world and knowledge in the head.
2. Simplify the structure of tasks.
3. Make things visible.
4. Get the mappings right.
5. Exploit the power of constraints, both natural and artificial.
6. Design for error.
7. When all else fails, standardize
Nielsen’s usability heuristics:
2. Match between system and the real world. – trash bin in the MAC, bookshelf
4. Consistency and standards – basic icons like for profile, calendar and so on
5. Error prevention – it seems you want to continue without registration/ your password must have: upper
& lower case
6. Recognition rather than recall – minimize users memory load by making elements visible such as
kogato pishehs gogle I toi ti dava predlojeniq
7. Flexibility and efficiency of use – shortcuts – hidden for novice users – may speed up the interaction
9. Help users recognize, diagnose, and recover from errors - “35$ is the minimum amount for online
order dismiss review cart” or “too week” for password
Lecture 7:
Visual design aims to be practicle and help designers to increase usability
goals:
- GUDIE- convey structure and relationships
- PACE- help orient, draw people in, provide hooks to dive deep
- MESSAGE- express meaning and style, brethe life into the content
Visual hierarchy is the principle of arranging elements to show their order of importance:
- Size(larger easily), color(brighter colors more attractive), contrast(dramatically contrast is
eye-catching), alignment(out of alignment elements stand out more).
Repetition(repeating styles can suggest content is related), proximity(closely placed
elements seem realted), white space(more space around elemnts drws the eye toward
them), texture & style(richer texture stand out over the flat ones)
- Color change indicate a change in state of the system
- Ex: error message
A typeface is a collection of letters. While each letter is unique, certain shapes are shared
across letters. A typeface represents shared patterns across a collection of letters
Lecture 8:
- Low fidelity prototype:
- Needs to have all the functionalities
- No colors
- No text
- Focus on interactions
- Medium fidelity:
- Iterate over the previous prototype
- Put some visual design
- All buttons need to work
- Visual design elements:
- Scale (size of elements)
- Contrast
- Direction
- Position
- Evaluation flow:
Define the task -> define performance measures -> develop the experiment -> recruit
participants -> do the experiment -> analyze the data -> summarize the data
-User research
Get information about your user:
Their goals, their behaviors, their reaction to technology -> recall needfinding
Who is your user? Keep your specific type of user group in mind.
You are not your user, different users have different goals, capabilities, needs,
wants -> recall stakeholders
Usability test: Usability tests helps us to uncover problems, discover opportunities and learn
about users.
1. Goal of the test
2. Research question
3. Test-script
4. Test
5. Analyze result
6. Implement result
Experiments:
Web analytics is the technology and method for the collection, measurement, analytics and
reporting of websites and web applications usage data.
Usage:
1. Improving website/application design and user experience
2. Tracking and measuring success of actions and programs such as commercial campaigns.
3. Identifying problems and improving performance of web applications
Metrics
● Visit count:
page view, visit, unique visitor.
● Visit duration:
time on page, time on site.
● Clickstream analysis
A/B testing
Compare 2 versions of the same website while it’s running live. Use analytics for analysis.
Web experiments
You should follow me on twitter here
Predictive models
In HCI predictive models allow matrics of human performance to be determined analytically
without undertaking time-consuming and resource-intensive experiments
Fitts’ model of the information processing capability of the human motor system
Fitts law (model that predict human performance) not going to be asked at the exam, but
know differences between data driven model (doesn’t use equations) and predictions
(uses equations)
Statistical tests
Chi-square test, Simple logistic regression, ANOVA, Student’s t-test ....
Cognition:
Cognition is the “mental action or process of acquiring knowledge and understanding through
experience and senses”
- experiential (from experiences, once it is learned we know how to do it musically
autonomously)
- intuitive, effortless, fast thinking
- driving a car, swimming, riding a bike
- reflective (searching in memory for the learned concepts)
- mental effort, attention, slow thinking
- writing a report, applying UCD for project, studying for exam with textbook
Elements of Cognition:
- Attention
- Selectively focusing on one task
- The designer has to guide the user’s attention to the important areas of the
website.
- Visual elements in design plays key role in users attention
- Perception
- Using our senses to perceive the environment
- Proprioception: ability of the body to sense its position(walking in the dark/touch
finger to nose/ clapping with closed eyes)
- Exteroception: senses (most necessary for UXUI design)
- Interception: ability of the body to notice internal stimuli (hunger/heart rate/going
to the restroom)
- Gestalt principles of perception - describe how humans group similar elements
together in their mind, recognize patterns and simplify complex images when we
perceive objects. GPP helps us to organize content on websites and other
interfaces so it is aestetically pleasing and easy to understand.
- Proximity principle- if elements are close to each other, they are related
- Continuity principle- group elements
that seem to follow a continuous path in
a particular direction (ex. The exact
opposite of this:
- Common fate- if objects are pointed in the same direction, we assume
they are moving in the same direction or in a unison as a group
- Closure principle- we look at complex arrangements of visual elements,
we tend to look for a single recognizable pattern (we look for unity)
- Figure ground- things in the foreground are more important than the
background
- Similarity rule- when items, objects or elements share superficial
characteristics, we perceive them as grouped
- Memory
- Sensory store vs short term vs long term memory
- Sensory memory – shortest one, act like a buffer, stores sensory information
- Short-term memory – limited capacity, magic 7-/+2(wtf is that), you are
immediately aware of.
- Long-term memory – stores for a day/life, requires deliberation/repeats/rehearsal
- Recognition over recall when designing websites
- Learning
- Incidental vs intentional learning
- Incidental learning:
● It happens without deliberate effort
● Can be spontaneous
● It is not goal directed
The skill acquired is not main goal
● Examples
○ Recognizing faces in the class
○ Learning new routes to go home
○ Learning new word while playing a game
- Intentional learning
Interfaces for robotics are painful to interact, that is why we need roboticists with human-
computer interaction background.
Exam question:
- Give an example of what can a change in color signify on an electronic panel
- Fill in the blank in the UCD diagram and give an example of what process is done in that
step
- What is the gulf of execution and do you minimize or maximize it? (there is a diagram
that basically explains it for you)
- The “play” button on a video is a ___.
- Answer: signifier
-