cs449 649 human computer interaction
play

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


  1. CS449/649: Human-Computer Interaction Spring 2017 Lecture XXII Anastasia Kuzminykh

  2. 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 Presentation 2 June 26, June 28 July 19 Last class Special topics in HCI July 24 July 5, July 10

  3. Course Review User Centered Design Process May 1 - June 14

  4. Course Review Value Proposition

  5. Create Design Ideas Create Ideas Design

  6. Create Design Ideas Create Ideas Creativity - process of producing a new idea which has value to someone vs Nurture Nature Generating ideas: memories ordinary extraordinary

  7. Create Design Ideas Create Ideas 4. Eureka moment 1. Preparation Creative process 2. Provocation 5. Verification 3. Incubation 6. Realization

  8. Create Design Ideas Create Ideas 4. Eureka moment 1. Preparation Creative process 2. Provocation 5. Verification 3. Incubation 6. Realization

  9. Create Design Ideas Create Ideas 4. Eureka moment 1. Preparation Creative process 2. Provocation 5. Verification 3. Incubation 6. Realization

  10. Create Design Ideas Sketches User stories Wireframes - illustration of how the basic - description of a feature from - static representation of the UI concept works an end-user perspective layout and user flow As a user / <persona> , I want / need <action> so that I can <user goal>. Image: Image: https://www.behance.net/gallery/13421913/Wireframes-Restaurant-App http://uxmovement.com/wireframes/why-its-important-to-sketch- before-you-wireframe/

  11. Wireframe Mockup Matt Sclarandis’s Weather App Wireframe on Behance

  12. 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

  13. Create Design Ideas Design Semiotics - the study of signs and symbols Representamen (signifier) - the form of the sign Sign - Interpretant - anything that communicates a what people make of the sign meaning Object (signified) - the actual reference of the sign

  14. Create Design Ideas Design Signifier Feedback Affordance Discoverability Constraints Mapping Conceptual Model

  15. Create Design Ideas Design Signifier - indicators of any type that communicate Feedback - conveys effects of user’s actions the action needed so the affordance can take place Affordance - the possible use for an object when Discoverability - whether it’s possible to figure out interacting with it how to use an object by interacting with it Constraints - restrictions that limit the possible Mapping - indication of the relationship between actions available with an object objects Conceptual Model - user’s understanding of how the system works

  16. Create Design Ideas Design Signifier - indicators of any type that communicate Physical - caused by physical features the action needed so the affordance can take place Cultural - based on what is culturally Affordance - the possible use for an object when accepted interacting with it Semantic - based on the meaning of the situation Constraints - restrictions that limit the possible actions available with an object Logical - use reasoning to determine the alternatives

  17. Create Design Ideas Design Signifier - indicators of any type that communicate Feedback - conveys effects of user’s actions the action needed so the affordance can take place Affordance - the possible use for an object when Discoverability - whether it’s possible to figure out interacting with it how to use an object by interacting with it Constraints - restrictions that limit the possible Mapping - indication of the relationship between actions available with an object objects Conceptual Model - user’s understanding of how the system works

  18. Course Review Value Proposition

  19. Course Review Value Proposition

  20. Create Design Ideas Prototype Design Information Architecture - structural design of shared information environments Users flow through Catalog user’s Presentation of the Decision driving your product information information function

  21. Create Design Ideas Prototype Design Knowledge Organisation Domain Analytics Taxonomy Folksonomy Approach Practice of Practice of Practice of classification based classification based classification based on sociological - on hierarchical on non-hierarchical epistemological view. relationship. relationship. Indexing is suited to Parent-child Public tags and their fulfill a task by specific hierarchies frequencies group

  22. Prototype Design Prototypes - interactive design model of the product Low-fidelity VS High-fidelity Breadth - number Depth - degree of Appearance - Input methods - of covered features functionality building means device mediation

  23. Create Design Ideas Prototype Design Prototypes Static representations of the product - interactive design model of the product Sketches Wireframes Mockups Low-fidelity High-fidelity Visualization Testing and Evaluation

  24. Course Review Value Proposition

  25. Course Review Value Proposition

  26. Prototype Design Paper Prototyping Evaluation 1. Identify 3. Choose 5. Assign testing testers team roles goals 2. Identify 4. Prepare 6. Run items materials evaluation to test

  27. Course Review Value Proposition

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

  29. Prototype Design Designing User Interface Elements & Elements Spatial Information Interaction characteristics composition organisation processing Visual Design “Cognitive” Design

  30. Prototype Design Designing User Interface Elements & Elements Spatial Information Interaction characteristics composition organisation processing The Von Color Perception Rule of Thirds Dual-coding theory Manipulation Restorff effect Shape Perception Gestalt Principles Types of vision Patterns matching Locomotion Visceral Reaction Social & Emotional Fitt’s Law Free space Conversation Triggers info

  31. Course Review Value Proposition

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

  33. Course Review Value Proposition

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend