CS449/649: Human-Computer Interaction Spring 2017 Lecture XXII - - PowerPoint PPT Presentation

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CS449/649: Human-Computer Interaction Spring 2017 Lecture XXII - - PowerPoint PPT Presentation

CS449/649: Human-Computer Interaction Spring 2017 Lecture XXII Anastasia Kuzminykh History of user centered User Centered Design Course Review design in HCI Process July 12, July 17 June 19, June 21 May 1 - June 14 Academic HCI


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CS449/649: Human-Computer Interaction

Spring 2017 Lecture XXII

Anastasia Kuzminykh

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History of user centered design in HCI

June 19, June 21

Academic HCI

June 26, June 28

Special topics in HCI

July 5, July 10

Course Review

July 12, July 17

Presentation 2

July 19

Last class

July 24

User Centered Design Process

May 1 - June 14

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Course Review User Centered Design Process

May 1 - June 14

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Course Review

Value Proposition

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Create Ideas Design

Create Design Ideas

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Create Ideas

Create Design Ideas

Nature

Nurture

vs

Generating ideas: memories ordinary extraordinary Creativity - process of producing a new idea which has

value to someone

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Create Ideas

Create Design Ideas

Creative process

  • 1. Preparation
  • 2. Provocation
  • 4. Eureka moment
  • 5. Verification
  • 3. Incubation
  • 6. Realization
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Create Ideas

Create Design Ideas

Creative process

  • 1. Preparation
  • 2. Provocation
  • 4. Eureka moment
  • 5. Verification
  • 3. Incubation
  • 6. Realization
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Create Ideas

Create Design Ideas

Creative process

  • 1. Preparation
  • 2. Provocation
  • 4. Eureka moment
  • 5. Verification
  • 3. Incubation
  • 6. Realization
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Create Design Ideas Sketches

  • illustration of how the basic

concept works

User stories

  • description of a feature from

an end-user perspective

Wireframes

  • static representation of the UI

layout and user flow

Image: http://uxmovement.com/wireframes/why-its-important-to-sketch- before-you-wireframe/

As a user / <persona> , I want / need <action> so that I can <user goal>.

Image: https://www.behance.net/gallery/13421913/Wireframes-Restaurant-App

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Matt Sclarandis’s Weather App Wireframe on Behance

Wireframe Mockup

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Create Design Ideas

Design Interface - a surface/place where two independent

systems, bodies or spaces meet / form a common boundary, and communicate with each other

Interface - a communication channel Communication - exchanging of information

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Create Design Ideas

Semiotics - the study of signs and symbols

Representamen (signifier) - the form of the sign Object (signified) - the actual reference of the sign Interpretant - what people make of the sign Sign - anything that communicates a meaning

Design

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Create Design Ideas Signifier

Design

Affordance Constraints Feedback Discoverability Mapping Conceptual Model

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Create Design Ideas Signifier - indicators of any type that communicate

the action needed so the affordance can take place

Design

Affordance - the possible use for an object when

interacting with it

Constraints - restrictions that limit the possible

actions available with an object

Feedback - conveys effects of user’s actions Discoverability - whether it’s possible to figure out

how to use an object by interacting with it

Mapping - indication of the relationship between

  • bjects

Conceptual Model - user’s understanding

  • f how the system works
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Create Design Ideas Signifier - indicators of any type that communicate

the action needed so the affordance can take place

Design

Affordance - the possible use for an object when

interacting with it

Constraints - restrictions that limit the possible

actions available with an object

Physical - caused by physical features Cultural - based on what is culturally

accepted

Semantic - based on the meaning of

the situation

Logical - use reasoning to determine

the alternatives

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Create Design Ideas Signifier - indicators of any type that communicate

the action needed so the affordance can take place

Design

Affordance - the possible use for an object when

interacting with it

Constraints - restrictions that limit the possible

actions available with an object

Feedback - conveys effects of user’s actions Discoverability - whether it’s possible to figure out

how to use an object by interacting with it

Mapping - indication of the relationship between

  • bjects

Conceptual Model - user’s understanding

  • f how the system works
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Course Review

Value Proposition

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Course Review

Value Proposition

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Information Architecture - structural design

  • f shared information environments

Prototype Design Create Design Ideas Users flow through your product Catalog user’s information Presentation of the information Decision driving function

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Knowledge Organisation Taxonomy Folksonomy Domain Analytics Approach Prototype Design Create Design Ideas

Practice of classification based

  • n hierarchical

relationship. Parent-child hierarchies Practice of classification based

  • n non-hierarchical

relationship. Public tags and their frequencies Practice of classification based

  • n sociological -

epistemological view. Indexing is suited to fulfill a task by specific group

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Prototype Design Prototypes

  • interactive design model of the product

Low-fidelity High-fidelity Breadth - number

  • f covered features

Depth - degree of

functionality

Appearance -

building means

Input methods -

device mediation

VS

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Prototype Design Prototypes

  • interactive design model of the product

Low-fidelity High-fidelity Sketches Mockups Wireframes Static representations of the product Testing and Evaluation Visualization Create Design Ideas

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Course Review

Value Proposition

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Course Review

Value Proposition

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Prototype Design Paper Prototyping Evaluation

  • 2. Identify

items to test

  • 1. Identify

testing goals

  • 5. Assign

team roles

  • 6. Run

evaluation

  • 3. Choose

testers

  • 4. Prepare

materials

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Course Review

Value Proposition

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Prototype Design Allows usability testing (Almost) Full fidelities Interactive Realistic system response Less human errors Content and workflow details High Fidelity Prototyping Tools

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Interaction Information processing Spatial

  • rganisation

Elements & characteristics Elements composition Prototype Design

Designing User Interface

Visual Design “Cognitive” Design

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Interaction Information processing Spatial

  • rganisation

Elements & characteristics

Color Perception Shape Perception Visceral Reaction Triggers The Von Restorff effect Types of vision Rule of Thirds Free space Dual-coding theory Social & Emotional info Patterns matching

Elements composition

Gestalt Principles Fitt’s Law

Prototype Design

Designing User Interface

Manipulation Conversation Locomotion

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Course Review

Value Proposition

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Prototype Design Walk Through Keystroke Level Modeling Tree Testing Heuristic Evaluation Click Testing A/B Testing High Fidelity Prototype Evaluation Focus Groups Eye Tracking Five Second Test

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Course Review

Value Proposition

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