Chapter 1 1. Computing Environments - physical (amt. of lighting, proximity of co-workers) - social (ex. don't embarass user w/ auditory error message) - cognitive (difference in skill) - background (tech. degree) - stress 2. Five W's and H - What / How - Where / When - Who / Why Chapter 8.1 - Usability 1. Ease of Learning - def: how long it takes for a user to be able to complete certain tasks in the time that would take an expert to do the same - easier to learn => less cost in training process 2. Efficiency of Use - how many tasks per unit of time a user can perform 3. Memorability - User Retention Over Time - users ability to use the system after having not used it for a while without having to learn it again 4. Error Rate / Frequency & Severity - to accomplish objectives with as few errors as possible - recoverable if any - no catastrophic errors 5. Subjective Satisfaction Chapter 2.1 - Interaction Frameworks 1. Don Norman's Model - execution / evalutation - 1. Goals execution / \ evaluation / \ 2. forming intention 7. evaluating interpretation 3. specify actions 6. interpreting perception 4. executing actions 5. perceiving world state \ / \ / The World 1) The gulf of execution - what the user intends != what the system allows 2) The gulf of evaluation - what the system presents != what the user expects Chapter 2.3 - Interaction Styles 1. Command Language 2. Menu selection - recognition - not recall - types: - push down - pop up - look ahead - menus for long lists - fisheye (OSX launch bar) - scrolling - 2D menu 3. Form fill-in 4. Question and Answer ("Wizard") 5. Direct Manipulation ("point and select") - visual representation of domain objects - direct action on objects - immediate and visible effects - reversable actions 6. Metaphors 7. Natural Language Chapter 3 - Interaction Design Process design - evaluation - redesign 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-Centered Design (UCD) - basic idea: design should emerge from the user's goals, tasks, and environments - early focus on users and tasks - continuous evaluations - iterative design Chapter 4 - Discovery - what should be done before designing the interface - to understand the domain - workflows - stakeholders - 5W's + 1H 1. collection - observation - elicitation 2. interpretation - user analysis - task analysis User Analysis - learn by recognition, not recall - remember things in related groups - have different ways of learning and communicating - like to be in control User Categories 1. The Novice User - beginner or casual - performance not a major concern - don't rely on training or documentation 2. Intermediate User - efficiency of routine tasks 3. Expert users - like to explore - need keyboard shortcuts Task Analysis - to understand a business process - identify what to support - hierarchical task analysis (HTA) - a top-down approach to task analysis and documentation - task: a goal to achieve - subtask: subgoals/actions - atomic actions - are not broken down into sub-steps - plans: sequences and conditions - consider task frequencies