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@ -62,3 +62,65 @@ Chapter 2.3 - Interaction Styles
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- reversable actions
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6. Metaphors
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7. Natural Language
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Chapter 3 - Interaction Design Process
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design - evaluation - redesign
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Discount usability engineering
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- a quick-and-dirty approach
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- basic premise: designs change substantially in early development phases
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- make a prototype that shows UI to get feedback early on
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- perfection is not cost effective
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- test early and often
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- how to do
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1. scenarios
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- task analysis
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- prototyping - partial
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- use paper & pencil or simple tools
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2. simplified thinking out loud
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- use 3-6 real users
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- ask user to think out loud while performing given tasks
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- collect data by note-taking
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User-Centered Design (UCD)
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- basic idea: design should emerge from the user's goals, tasks, and
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environments
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- early focus on users and tasks
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- continuous evaluations
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- iterative design
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Chapter 4 - Discovery
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- what should be done before designing the interface
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- to understand the domain
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- workflows
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- stakeholders
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- 5W's + 1H
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1. collection
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- observation
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- elicitation
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2. interpretation
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- user analysis
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- task analysis
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User Analysis
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- learn by recognition, not recall
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- remember things in related groups
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- have different ways of learning and communicating
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- like to be in control
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User Categories
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1. The Novice User
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- beginner or casual
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- performance not a major concern
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- don't rely on training or documentation
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2. Intermediate User
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- efficiency of routine tasks
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3. Expert users
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- like to explore
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- need keyboard shortcuts
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Task Analysis
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- to understand a business process
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- identify what to support
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- hierarchical task analysis (HTA)
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- a top-down approach to task analysis and documentation
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- task: a goal to achieve
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- subtask: subgoals/actions
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- atomic actions - are not broken down into sub-steps
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- plans: sequences and conditions
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- consider task frequencies
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