gvsu/cs623/notes.txt
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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