From b0c5f50704d9773383d63c6e7a43f612d5004ba2 Mon Sep 17 00:00:00 2001 From: josh Date: Tue, 15 Dec 2009 03:29:37 +0000 Subject: [PATCH] added studynotes.txt git-svn-id: svn://anubis/gvsu@474 45c1a28c-8058-47b2-ae61-ca45b979098e --- cs623/notes.txt | 2 +- cs623/studynotes.txt | 78 ++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 79 insertions(+), 1 deletion(-) create mode 100644 cs623/studynotes.txt diff --git a/cs623/notes.txt b/cs623/notes.txt index 4f1f272..0f5c258 100644 --- a/cs623/notes.txt +++ b/cs623/notes.txt @@ -60,7 +60,7 @@ Chapter 2.3 - Interaction Styles - visual representation of domain objects - direct action on objects - immediate and visible effects - - reversable actions + - reversible actions 6. Metaphors 7. Natural Language diff --git a/cs623/studynotes.txt b/cs623/studynotes.txt new file mode 100644 index 0000000..24b6b5c --- /dev/null +++ b/cs623/studynotes.txt @@ -0,0 +1,78 @@ +5. Direct Manipulation ("point and select") + - visual representation of domain objects + - direct action on objects + - immediate and visible effects + - reversible actions + +Discount usability engineering + - a quick-and-dirty approach + - basic premise: designs change substantially in early development phases + - make a prototype that shows UI to get feedback early on + - perfection is not cost effective + - test early and often + - how to do + 1. scenarios + - task analysis + - prototyping - partial + - use paper & pencil or simple tools + 2. simplified thinking out loud + - use 3-6 real users + - ask user to think out loud while performing given tasks + - collect data by note-taking + + User Analysis + - learn by recognition, not recall + - remember things in related groups + - have different ways of learning and communicating + - like to be in control + + pre-experience, such as KLM (Keyboard Level Model) + provides numerical prediction of user performance + primitive operations + - physical actions + - mental preparation + K = 0.35 sec (hit key on keyboard, press button on mouse) + P = 1.1 sec (point - move mouse to position) + H = 0.4 sec (homing - move hand b/w kbd & mouse) + M = 1.35 (mental preparation time) + R = (responding - time for computer to respond) + rules for using the M operator + 1. point and click (MPMK) => MPK (it is one cognitive unit) + 2. menu selection (MPK [File] MPK [Save]) => MPK PK (File on way 2 goal) + 3. typing (MK 'n' MK 'o' MK 't') => MKKK + 4. typing a terminator (MK 'a' K '.' K 'enter') => MKKK (bring closure) + what KLM doesn't do + 1. errors + 2. learning time + 3. recall + +Usability: +the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use + +Visibility: +Making the user aware of the system’s components and processes, including all possible functionality and feedback from user actions. +Reduce memory load +Recognition/Recall +the principle of visibility is based on the fact that we are better at recognition than we are at recall + +User testing +Users were videotaped and timed when performing increasingly complex tasks +Captured data including time taken, errors, help accessed, and task steps missed + +Heuristic evaluation +Identify an interface error by predicting user problems it will cause +Good at finding poor terminology and lack of clarity +Ten heuristics are inadequate as a guide +A subjective process + +End user testing +Identify the symptom and infer its cause +Good at finding problems while performing real tasks +Task-based +May miss features not encountered in tasks +Users tend to blame themselves rather than the interface + +Both techniques share the same goals, but the actual results are quite different +End user testing indicates the symptom of a problem +Heuristic evaluation identifies its cause +Heuristic evaluation helps analyze observed problems. But observation of novices is still vital as many problems are a consequence of the user’s knowledge, or lack of it.