Class Notes (1,000,000)
CA (620,000)
SFU (10,000)
IAT (200)
Lecture 2

IAT 201 Lecture Notes - Lecture 2: User Experience Design, User Experience, Heuristic Evaluation


Department
Interactive Arts & Tech
Course Code
IAT 201
Professor
Brian Fisher
Lecture
2

This preview shows page 1. to view the full 4 pages of the document.
IAT201 Week 2 What Makes Good Interface Design
What is included in HCI
Traditional HCI is the study of how humans interact with computers
Cognition refers to the mental processes involved in gaining knowledge and comprehension,
including perceiving, thinking, remembering, judging, and problem solving
Distributed Cognition views these processes as occurring across organizations and societies,
while Cognitive Systems includes processes that are distributed between human(s) and
computers
User-centred design (UCD) is a product development methodology that comprises task-based
business objectives and user-centric activities and analysis throughout the development cycle
Interaction design is the art of facilitating interaction between humans & products for optimal
user experience
// User experience design is the creation and synchronization of the elements that affect users’
experience with a particular company, with the intent of influencing their perceptions and
behavior
Why and how interfaces fail
Gulf of execution-there’s nothing there to tell you what to do
Gulf of evaluation-you are not sure what an action will do
Usability Principles-used mainly as the basis of evaluating systems
-provides a framework for heuristic evaluation
Usability Principles (Norman)
1. Use both knowledge in the world and in the head
2. Simplify the structure of tasks-remove tasks, simplify operations
3. Make things visible-show people what they can do
4. Get the mappings right
5. Exploit the powers of constraints-Natural & Artificial
E.g. Natural-USB looks the same on both sides but blow up your computer because you can
only plug into slot on one side
Artificial-dragging a file into the trash can
6. Design for Error-implement an undo command
7. When all else fails, standardize-copy the style
Usability Principles (Neilson)
1. Visibility of system status
2. Match between system and the real world
3. User control and freedom
4. Consistency and standards
5. Help users recognize, diagnose and recover from errors
6. Error prevention
7. Recognition rather than recall
8. Flexibility and efficiency of use
You're Reading a Preview

Unlock to view full version