Midterm Review Session - PowerPoint PPT Presentation

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Midterm Review Session

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Midterm Review Session November 2/3 2006 – PowerPoint PPT presentation

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Title: Midterm Review Session


1
Midterm Review Session
  • November 2/3 2006

2
Norman Design of Everyday Things
  • Key Terms
  • Affordances
  • Constraints
  • Conceptual Models
  • Mappings
  • Visibility
  • Feedback
  • Consistency

3
ID 6.1 ID 6.3 Interaction Design
  • Identifying Needs
  • Prototyping (Developing alternative designs)
  • Implementation (Building interactive versions of
    the design)
  • Evaluating designs

4
IDEO
  • Understand steps of iterative design Process
    (also covered in lecture)
  • Needs -gt Design -gt Implement -gt Test
  • HiFi / LoFi Prototype differences
  • When to use particular methods (lecture, not
    really reading)

5
ID 7.4 Data Gathering
  • Questionnaires
  • Interviews
  • Focus Groups and Workshops
  • Naturalistic observation
  • Studying documentation

6
ID 9.1 ID 9.3 User-Centered Approaches to
Interaction Design
  • Know your users
  • Iterate a lot
  • Measure

7
ID 12.1 ID 12.5 Observing Users
  • Observation types Quick and Dirty, Usability
    testing (video and logs), Field studies
  • How to observe In controlled environments, In
    the field, Ethnography (this just means you are
    accepted by the group, as opposedto being an
    outsider)
  • Data collection NotesCamera, AudioCamera,
    Video (and tradeoffs)
  • Indirect observation Diaries, Interaction
    logging (in the program)

8
Hutchins
  • What direct manipulation means (definition,
    properties)
  • Virtues of direct manipulation according to
    Shneiderman
  • Aspects of directness "distance" and
    "engagement
  • Distance gulfs "Gulf of Evaluation" vs. "Gulf of
    Execution
  • Forms of distance semantic and articulatory --
    what this distinction means and how the distance
    can be reduced
  • Direct engagement" what it means and how it is
    produced
  • Problems with direct manipulation, and
    reassessment of Shneiderman's claims

9
Cooper The Myth of Metaphor
  • Understand Cooper's 3 paradigms of software
    interfaces.
  • What do you get/lose by using a metaphor?
  • What makes a good idiom?

10
Liddle "Design of the Conceptual Model"
  • Understand the different between recognition and
    recall
  • Be familiar with progressive disclosure
  • Why did the Star system fail?
  • Be familiar with the 3 phases of technology
    development (also covered in lecture)

11
Winograd The Alto and the Star
  • Useful to know the main contributions of
    Alto/Star, such as
  • direct manipulation
  • WYSIWIG
  • consistent commands

12
Doyle What Goes Wrong at Meetings"
  • Practical tips for making your group meetings
    more effective
  • common meeting problems
  • advice for group member roles at meetings
  • Interaction Method" for keeping meetings on
    track by splitting up roles

13
Norman BDS
  • Design as practiced is different from design as
    taught
  • In the actual situation, cultural, social, and
    organizational issues can dominate the
    user-oriented aspects of design.
  • Understand the story of the Mac power switch and
    how it applies

14
Mullet Chapter 2
  • Be familiar with the benefits of simplicity in
    visual design
  • Be familiar with common visual design pitfalls
  • Understand what it means to reduce, regularize
    and combine visual elements.

15
Mullet Chapter 4
  • What does a good visual structure provide?
  • Be familiar with the relevant/described gestalt
    principles of grouping
  • Understand what a visual hierarchy is and the
    utility of balance, symmetry and negative space
    in creating it
  • Be aware of common visual design problems errors
    in software interfaces

16
Waern
  • Understand the overall Cognition system
  • Yerkes-Dodson Law Performance vs Arousal
  • Selective Attention Concept of needing to
    choose what to pay attention to
  • Understand relationship between Effort and
    Attention
  • Implications of above for HCI
  • Quantitative aspects of vision/audition
  • Understand the
  • similarity law
  • proximity law
  • continuity law
  • law of closure
  • gestalt shifts
  • impossible objects
  • and how those principles apply to HCI design
  • Understand Motor characteristics, especially
    Fitts law
  • Understand how short term memory works (from
    lecture, but similar topic)

17
Van Duyne
  • Stages of the iterative design process
  • Design principles
  • Types of rapid prototyping
  • Stages of prototyping paper prototypes, medium
    and hi-fi prototypes
  • Evaluation techniques think-aloud protocol,
    heuristic evaluation, expert reviews, formal
    usability studies understand what each technique
    is and to which situations it best applies

18
Rettig
  • Problems with Hifi prototyping and advantages of
    doing Lofi first
  • Tips for creating a paper prototype (useful for
    group project assignment)
  • How to run user tests with a paper prototype
    (also useful)

19
Nielsen History
  • Generations of user interfaces batch processing,
    command line, full screen, graphical, etc.
  • Understand the hardware technology, operating
    mode, and UI paradigm of each
  • Impact and contributions of various historical
    systems (e.g. Sketchpad, Augment, Alto/Star)
  • Advantages of the GUI and direct manipulation
  • History of interaction styles and evolutionary
    trends

20
Krug "How We Really Use the Web"
  • People don't generally use your website the way
    you design it because
  • They scan instead of reading details
  • They satisfice" instead of making optimal
    choices
  • They "muddle through" instead of figuring out how
    things really work

21
Hinckley"Input Technologies and Techniques"
  • Be familiar with the various properties of input
    devices
  • Why has the mouse stayed around so long? Why are
    keyboards hard to replace?
  • Be familiar with Buxton's 3 state model for
    devices
  • Understand Fitt's law and its implications

22
Dourish "Getting in Touch"
  • Ever-lower cost of computation opens new uses
  • Ubiquitous computing Use / Importance of
    context in software
  • Virtual vs Physical interaction -- Tangible
    interfaces
  • Virtual vs Augmented reality
  • Ambient Interfaces
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