190 lines
5.9 KiB
Plaintext
190 lines
5.9 KiB
Plaintext
# vim:ts=2:sw=2:sts=2:
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Chapter 1
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1. Computing Environments
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- physical (amt. of lighting, proximity of co-workers)
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- social (ex. don't embarass user w/ auditory error message)
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- cognitive (difference in skill)
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- background (tech. degree)
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- stress
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2. Five W's and H
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- What / How
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- Where / When
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- Who / Why
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Chapter 8.1 - Usability
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1. Ease of Learning
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- 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
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- easier to learn => less cost in training process
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2. Efficiency of Use
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- how many tasks per unit of time a user can perform
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3. Memorability - User Retention Over Time
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- users ability to use the system after having not used it for a while without having to learn it again
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4. Error Rate / Frequency & Severity
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- to accomplish objectives with as few errors as possible
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- recoverable if any
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- no catastrophic errors
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5. Subjective Satisfaction
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Chapter 2.1 - Interaction Frameworks
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1. Don Norman's Model
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- execution / evalutation
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- 1. Goals
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execution / \ evaluation
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/ \
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2. forming intention 7. evaluating interpretation
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3. specify actions 6. interpreting perception
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4. executing actions 5. perceiving world state
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\ /
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\ /
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The World
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1) The gulf of execution
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- what the user intends != what the system allows
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2) The gulf of evaluation
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- what the system presents != what the user expects
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Chapter 2.3 - Interaction Styles
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1. Command Language
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2. Menu selection
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- recognition - not recall
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- types:
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- push down
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- pop up
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- look ahead
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- menus for long lists
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- fisheye (OSX launch bar)
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- scrolling
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- 2D menu
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3. Form fill-in
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4. Question and Answer ("Wizard")
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5. Direct Manipulation ("point and select")
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- visual representation of domain objects
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- direct action on objects
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- immediate and visible effects
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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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- textual descriptions:
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ex: Task Hotel Stay
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1. select a hotel
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2. book
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3. check in
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4. receive service
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5. check out
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ex: Hotel Check-in
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1. find room
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2. record guest as checked in
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3. deliver key
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Chapter 5 - Design
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1. conceptual design
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- brainstorming
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- personas - a user profile
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- scenarios
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- flowchart - describe the navigational structure
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- cognitive walkthroughs
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- an evaluation technique
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1. step through the action sequence for a task
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- role playing
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2. check it for potential usability problems in design
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- story telling
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what you need
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1. a conceptual model or prototype
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2. a task description
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- list of actions
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questions to ask
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1. is the action helpful for the user's goal?
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2. is the action visible to the user?
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3. does the user know how to proceed?
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4. is the feedback sufficient?
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Chapter 7 - Design Models
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1. Predictive Models
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pre-experience, such as KLM (Keyboard Level Model)
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provides numerical prediction of user performance
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primitive operations
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- physical actions
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- mental preparation
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K = 0.35 sec (hit key on keyboard, press button on mouse)
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P = 1.1 sec (point - move mouse to position)
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H = 0.4 sec (homing - move hand b/w kbd & mouse)
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M = 1.35 (mental preparation time)
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R = (responding - time for computer to respond)
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rules for using the M operator
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1. point and click (MPMK) => MPK (it is one cognitive unit)
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2. menu selection (MPK [File] MPK [Save]) => MPK PK (File on way 2 goal)
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3. typing (MK 'n' MK 'o' MK 't') => MKKK
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4. typing a terminator (MK 'a' K '.' K 'enter') => MKKK (bring closure)
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what KLM doesn't do
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1. errors
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2. learning time
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3. recall
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2. Descriptive Models
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help understand user-system
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interaction such as STNs
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Chapter 8 - Usability Testing
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Chapter 10.1 - Window Design
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