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Midterm

MSCI343 Study Guide - Midterm Guide: Interface Builder, Low Fidelity, Usability Testing


Department
Management Sciences
Course Code
MSCI343
Professor
Mark Hancock
Study Guide
Midterm

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Review MSCI343
- Human Computer Interaction: it concerned with the design, implementation, and evolution of
interactive computing systems ( human centered vs machine centered )
- Interaction Design: designing interactive products to support the way people communicate and
interact in their everyday and working lives
o Core Activities: analysis design implement evaluate
o Usability: used to denote the ease with which people can employ a particle tool or other
human-made object in order to achieve a particular goal
o Usability goals: effective, efficient, safe, utility, learn, remember
o User experience: how a product behaves and is used by people in the real world
o UE goals: enjoyable, engaging, helpful, motivating, rewarding, fun, emotionally fulfilling
o Design Principles:
Visibility: make relevant parts visible, and what has to be done obvious
Feedback: send information back to the user about what happened
Constraints: restrict the possible actions that can be performed
Consistency: design interfaces to have similar operations and use similar
elements for the same tasks
Benefit: easier to learn and use
Internal: refers to designing operations to behave the same within an
application
External: refers to designing operations, interface to be the same across
applications and devices
Affordances: design an object have attributes that allow people to know how to
use it
Physical and perceived(virtual) affordances
- Task Centered process:
o Identification:
Identify and Get in touch with people who might use your system ( Who )
Ways to get info: direct contact, interview intermediary, assume users
and tasks then verify & modify assumptions accordantly
Broad coverage: Expected, occasional but important, unusual users
Create several task examples based on what you’ve learned ( What )
Task Examples: are stories that describe the actual usage of the system
as well as providing detailed description of the person who is using the
system
Characteristics: what not how, very specific, complete job, who the user
Classify tasks by frequency and importance
Evaluate these task examples
Circulate descriptions to users, & rewrite if needed
( omissions, corrections, clarifications, suggestions )

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o Requirements: get them from the frequent expected users
Classify them to: absolute must, should, could, exclude
Discuss why each requirements belongs in a particular category
o Design & Prototype: Develop prototypes interfaces around the user group & their tasks
Scenario: describes the interaction between a person and a specific system
it might be steps, how & what, complete & detailed enough, abstract, its good
for a user manual, and find out missing components(depends on the prototype )
Easy & cheap to make multiple designs , and get different backgrounds
o Walkthrough Evaluations:
Convert task examples into scenarios
Walkthrough each design using these scenarios ( motivates user’s actions and if
they have the expected knowledge & training about the system , fix problems
when found but continue )
Tasks usefulness
As a design tool: should not guide the design by should be used as a
criteria for ranking the functionality of the system
As an evaluation mechanism: a task walk-through is fast & effective way
of finding major usability problems
- User-centered design & prototyping
o Prototype:
Def: the original or model on which something is based or formed
( mock-up ) (simulation )
Usefulness:
Explore & evaluate design ideas
Communicate ideas
Understand existing user experiences & context
o Stages:
Tasks
Stage
Brain storm different representations
Choose a representation
Rough out interface style
Task centered walkthrough & design
Low fidelity
Fine tune interface, screen design
Heuristic evaluation & redesign
Usability testing & redesign
Medium fidelity
Limited field testing
High fidelity
Alpha/beta tests
Working Systems

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o Fidelity: amount of functionality & performance relative to final product
Low-fidelity
Name
Benefits
Drawbacks
Sketching
- high level concepts
- easy to generate
- easy to change
- hard to envision dynamics
Storyboarding
- easier to see
progression
Each path = new sequence
Pictive
Experiential prototype
Pictive: during design session, manipulate mock-up , and video tape the session
Experiential prototype: recreate experience, using alternative medium
Medium-fidelity: use same medium as final design, some but not all features
Name
Benefits
Drawbacks
Scripted simulation
- specific task testable
- provide concrete plan
- methodical
- user can test if it meets needs
- user not able to follow
- new one for each scenario
- user not making decisions
- frustration can’t deviate
Interface builder
- interactive
- works as expected
- detailed
- easy to map low fidelity
- easy to put & tell components what to do
- separate the interface from the
functionality
- too much that throw away
functionality
- difficult to program
- people might think it is real
- time consuming
Wizard of Oz
- show solution impossible
- flexible feedback
- good user experience
- test the design not the functionality
- test before knowing how to implement the
function
- user might not be fooled
- unrealistic response
- deceptive
Scripted simulation: works only by following the script ( use powerpoint or IDE,
testing tools, html ) it is like storyboard because it’s a step by step process, and
same scenario mapping , however, SS uses same medium as final design
Interface builder: is different that programming the application because it uses
false data, and only focuses on the interface
Wizard of Oz: needs to have a person manually respond to the user ( pretend to
be a computer)
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