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updated 203 Notes
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@ -11,6 +11,7 @@ Synchronicity - The Police - spotify:album:28eOriEfl7IGbQDNvWIWXK
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- [ ] info 201 lab 04
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- [ ] info 201 lab 06
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- [ ] change testing of contrast and brightness andie
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- [ ] fix 203 notes for disability services
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- [ ] work through 202 labs
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- [ ] 04
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- [ ] 05
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@ -19,7 +20,7 @@ Synchronicity - The Police - spotify:album:28eOriEfl7IGbQDNvWIWXK
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## Lecture/Labs
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- [x] 10:00 Info203 Lecture
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- [ ] 11:00 Cosc201 Lecture
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- [x] 11:00 Cosc201 Lecture
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- [ ] 13:00 Info201 Lecture
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- [ ] 14:00 Cosc202 Lab
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@ -5,4 +5,4 @@ tags:
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- lecture
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---
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[heuristic-evaluation](notes/heuristic-evaluation.md)
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@ -5,4 +5,21 @@ tags:
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- lecture
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---
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- [wizard-of-oz](notes/wizard-of-oz.md)
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- [video-prototyping](notes/video-prototyping.md)
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- [storyboards-mockups-paper-prototypes](notes/storyboards-mockups-paper-prototypes.md)
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# Paper protoypes
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- brainstorming. e.g., 
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- refinement of design and communicating ideas. e.g., 
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- - evaluating interfaces
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Example of previous years 203 work
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# Digital prototypes
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Past 203 work
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@ -5,4 +5,24 @@ tags:
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- lecture
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---
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## 1 Wizard of OZ
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[wizard-of-oz](notes/wizard-of-oz.md)
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simulating machine behavior with human operators
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## 2 Video prototyping
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[video-prototyping](notes/video-prototyping.md)
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## 3 Creating and comparing alternatives
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create multiple ideas in parallel rather than one after the other
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## Functional fixation
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This is when you get tunnel vision about some design. This causes you to not consider other possible alternatives.
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For example with nail problem, almost nobody consider using the nails it the way that is needed.
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## 4 Design heuristics
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@ -5,4 +5,47 @@ tags:
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- lecture
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---
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## 1 Show system status
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- show system stats
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- feedback depends on response time
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- <1s just show outcome
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- ~1s feedback that activity is underway
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- >>1s show fractional progress time
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- 0.1 seconds --> feels instantaneusly
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- 1 second --> about the limit for flow to be uinteruippted
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- 10 seeconds --> the limit for keeping users attention
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when:
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- when action is requried
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- show storage space
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- making changes
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- next steps --> user input required
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- completion --> some task has finished
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## 2 familiar metaphors and language
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imitating familiar real life
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Categories
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- good
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- 
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- bad
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- 
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## 3 user freedom and control
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wan tt ogive th user the feelin thtey can freelyi explore the app
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and the freeodm to control i it
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- general flow
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- undo/redo
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e.g., 
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e.g., 
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@ -5,4 +5,116 @@ tags:
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- lecture
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---
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# 1 Consistency and standards
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good and bad
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- standards (user interface guidelines) are always chaning
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differ between platforms
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evolve over time
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e.g., menus
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general look of webpages evolves over time
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### 1.1 Naming and teminology
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this is bad
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you can ask users which categories they understand/know about
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### 1.2 Data loss
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standard to minimise loss
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## 2 Error Prevention
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### 2.1 Bad input
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correct human errors
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auto completion
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### 2.2 helpful constraints
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### 2.3 Suggestions and autocorrection
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heavily abused by industry
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- they can influence suggestions
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### 2.4 Forgiving formatting
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- reduce errors
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-
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## 3 recognition over recall
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### 3.1 avoid codes
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### 3.2 Recognition with previews or icons
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### 3.3 use icons that promote recognition
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## 4 Flexibility and efficiency
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### 4.1 Choices
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something with immediate effect can use switch
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good defaults
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4.2 shortcuts and advanced options
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ambient information
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proactivity
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## 5 aesthetic and minimalistic design
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signal to noise
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@ -4,6 +4,9 @@ aliases:
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tags:
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- cosc201
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- lecture
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sr-due: 2022-04-15
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sr-interval: 3
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sr-ease: 250
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---
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# Traversals
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@ -100,4 +103,30 @@ public Arraylist<String> levelorder() {
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if we use a stack then its the same as preorder.
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# Balance
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# Balancing trees
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long branches are a problem
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the performance bounds for all BST operations are linear of the length of the longest branch of the tree
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ideal shape is a similar to a heap (wide and shallow).
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we want the longest branch to be $\theta(lg\ n)$
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one way is to do an iorder traversal and save to a sorted array. then construct a new tree by repeatedly bisecting the array. and recursively building the left and right subtrees
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need some local operation that helps to restore balance
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## Rotation operation
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suppose that in this bst there is a longer chain in e than else where
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imagine twisting d to be the root
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changes are
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- b's right child is now c
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- d's left child is not b
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- b parent now points to d
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@ -4,4 +4,16 @@ tags:
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- info203
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---
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>HCI is the cycle of design, implementation, evaluation of user interfaces
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>"fail fast so you can succeed sooner"
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**Focus on people**
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Good design is good
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Bad design costs lives, money, time
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Bad design can be easily avoided using basic ideas like consistency and feedback
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Joy of good design: When interaction becomes "invisible" - intuitive**
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@ -4,4 +4,86 @@ tags:
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- info203
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---
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ENIAC (one of the first programmable, electronic computers) 1946, and the first six programmers: Kay McNulty, Betty Jennings, Betty Snyder, Marlyn Meltzer, Fran Bilas, and Ruth Lichterman
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DEC PDP-8 and TI 980 (1960’s), PDP-8 is an octal computer (switches in three-bit configurations), TI 980 is a hexadecimal machine (4-bit configuration). Not interactive
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Batch processing using punch cards, still not interactive (1950s -1970s)
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IBM System/360 (mainframe computer in the 70s), Altair 8800 (one of the first home computers)
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visicalc (Dan Bricklin 1979), and Apple II (1977)
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Sutherland, Ivan Edward (January 1963). "Sketchpad: A man-machine graphical communication system, MIT press.
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Sutherland, Ivan Edward (January 1963). "Sketchpad: A man-machine graphical communication system, MIT press.
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1968 - “The Sword of Damocles” Sutherland, Ivan Edward (1968), “A head-mounted three dimensional display”
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1968 - “The Sword of Damocles” Sutherland, Ivan Edward (1968), “A head-mounted three dimensional display”
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1968 - “The Sword of Damocles” Sutherland, Ivan Edward (1968), “A head-mounted three dimensional display”
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“The Mother of All Demos”, presented by Douglas Engelbart (1968) at (ACM/IEEE) Computer Society's Fall Joint Computer Conference See full demo: https://www.youtube.com/watch?v=yJDv-zdhzMY
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“Dynabook” Alan C. Kay. (1972), “Personal Computer for Children of All Ages”
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Apple Newton (1993) and Apple iPad (2010)
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Graphical User Interface supporting “What You See Is What You Get” (WYSIWYG), the Desktop metaphor (files, folders, etc.), Xerox Parc/Xeroc Star
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Graphical User Interface supporting “What You See Is What You Get” (WYSIWYG), the Desktop metaphor (files, folders, etc.), Xerox Parc/Xeroc Star
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1992/93 - IBM Simon First smartphone Phone, pager, calculator, address book, fax machine, and e-mail device
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Ramesh Raskar, Greg Welch, Matt Cutts, Adam Lake, Lev Stesin and Henry Fuchs (1998) "The Office of the Future : A Unified Approach to Image-Based Modeling and Spatially Immersive Displays,"
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1981 - Steve Manns’s “Wearable Computing” Start of a series of prototypes for wearable computing, cyborgs, and mediated reality (-> Google Glass) www.wearcam.org, www.eyetap.org
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Nokia N95 (2007) and Apple iPhone (2007)
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Major innovations in HCI (Myers 1998)
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@ -10,7 +10,7 @@ tags:
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#unfinished
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Why to evaluate using 'outside' people:
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- how do we know if a [prototype](notes/prototyping.md)] is good
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- how do we know if a [prototype](notes/prototyping.md) is good
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- designer/developers are not 'fresh' -> they already have experience with the product
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- designer/developers don't know what real users will do
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@ -1,7 +0,0 @@
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---
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title: "hci"
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tags:
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- info203
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---
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@ -4,4 +4,121 @@ tags:
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- info203
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---
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>"Heuristics are strategies derived from previous experiences with similar problems"
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jacob nielsen and rolf molich
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help find usability problems
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small set of 3-5 evaluators examine UI
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independently check for compliance with usability principles
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different evaluators will find different problems
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evaluators only communicate afterwaards
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findings are aggregated at the end
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## 1 when?
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- as part of need finding -> use experts to critique existing solutions
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- before user testing -> identify minor issues before user testing
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- before redesigning -> learn what works and what should change
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- when you know there are problems but you need evidence -> "provide you with ammunition for design"
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- before release -> smooth off rough edges
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## 2 What
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### 2.1 Process
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#### 2.1.1 Overview
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Helps find problems in design
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- 3-4 evaluators examine UI
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- independent reviewers check for compliance with usability principles
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- each evaluator will find different problems
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- evaluators only communicate afterwards and the findings are aggregated
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can perform on working UI or sketches
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#### 2.1.2 Phases
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1. pre evaluation training ⇒ give evaluators needed domain knowledge and information on the scenario
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2. evaluation ⇒ individuals evaluate then aggregate result
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1. first as individuals
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2. then sit all together and aggregate
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3. Severity rating ⇒ determine how severe each problem is (priority). Can do first individually and then as a group
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4. Debriefing ⇒ review with design team
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#### 2.1.3 Individual
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dont look search for heuristics individually
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just go through the app (like a user). If we find issues, we assign them to categories
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step through design several times
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- examine details, flow, an architecture
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- consult list of usability principles
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- … and anything else that comes to mind
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which principles
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- Nielsen's heuristics
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- category specific heuristics
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- e.g., design goals, competitive analysis, existing designs
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use violations for redesign/fix problems
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multiple evaluators because no one finds everything
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some will always find more than others (Rule of thumb 5 evaluators find ~75% of problems)
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#### 2.1.4 Severity rating
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- independently estimate after viewing
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- allocate resources to fix problems
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- estimate need for more usability tests
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0. not problem
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1. cosmetic problem
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2. minor usability problem
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3. major
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4. catastrophe
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#### 2.1.5 Debreifing
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- with evaluators observers and dev team
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- discuss general characteristics of UI
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- suggest potential imporvements
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- dev team estimate effort to fix
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- brainstorm solutions
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### 2.2 Nielsen's ten heuristics
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visibility of system status
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match between system and world
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user control and freedom
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consistency and standards
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error prevention
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recognition rather than recall
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flexibility and efficiency of use
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aesthetic and minimalist design
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help users recognize, diagnose, and recover from errors
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help and documentation
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### 2.3 Heuristic evaluation vs user testting
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heuristics | user testing
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----------------- | --------------
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faster | slower
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1-2 hrs each |
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results pre-interpreted |
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^ done by experts |
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less accurate | more acurate
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does not take into account actual users | can find issues that experts might not have
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value to alternate methods
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^ find dfferent issues
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|
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|
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|
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### 2.4 Extra tips how to individual
|
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- at least two passes each
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- first get get feel for flow
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- second to focus on specific elements
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- if a system is "walk up and use" or evaluators are already domain expers ⇒ no assistance is needed
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- otherwire might supply evaluators with scenarios
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- each evaluators should list issues separately
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- risk of repeating problematic aspect
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- may not be possible to fix all problems
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- where problems may be found
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- single location in UI
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- two or more locations that need to be compared
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- problem with overall structure
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- something is missing
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- ambiguous with early prototypes
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- sometimes ....
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|
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@ -14,7 +14,6 @@ links: [[notes/info-203]]
|
||||
- [interviewing](notes/interviewing.md)
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||||
- [user-experience](notes/user-experience.md)
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- [usbability](notes/usbability.md)
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||||
- [hci](notes/hci.md)
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||||
- [storyboards](notes/storyboards.md)
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||||
- [personas-and-scenarios](notes/personas-and-scenarios.md)
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-
|
||||
@ -4,4 +4,64 @@ tags:
|
||||
- info203
|
||||
---
|
||||
|
||||
## 1 Use Cases
|
||||
- [evaluating-designs](notes/evaluating-designs.md)
|
||||
- [requirements-elicitation](notes/requirements-elicitation.md)
|
||||
- [needfinding](notes/needfinding.md)
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||||
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## 2 Overview
|
||||
- direct and stuctured
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- semi structured
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||||
- usually top down
|
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- effective for high level interface evaluation
|
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- need careful planning, experts, difficult to analyse
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- not a controlled experiment technique
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## 3 Conducting an interview
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### 3.1 Choosing participants
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- some is better than none
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- get pople who are representive of users
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- users of existing similar system
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- non-users -> why people arent using a system
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- e.g., lecture support system
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- teachers
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- students
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- staff
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- admins
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- parents
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- freshman
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- phd
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- international domestic
|
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- stronger and weaker
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|
||||
#### 3.1.1 Recruiting
|
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- Craiglist (in US)
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||||
- your network
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||||
- cheaper for less speciales users
|
||||
- if you can convince people you are imporving the world they might volunteer
|
||||
- if they think is is for profict they will expect to be paid
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||||
- if you cant pay -> you cant use a token of appreciation
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||||
|
||||
### 3.2 Process
|
||||
- introduce yourself explaint he purpose
|
||||
- the interview is about them, not you?
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||||
- begin with open, unbiased questions-> then follow up
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||||
- ask the questions, and let them answer
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- have breaks and give them time
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||||
- have a clear separation between the general introduction, the actual interview, and post inteview discussions
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||||
|
||||
### 3.3 Questions to avoid:
|
||||
- leading questions
|
||||
- what would they do / like / want in a hypothetical scenario
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||||
- how often they do things
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||||
- how much they like things on an absolute scale
|
||||
- avoid binary questions
|
||||
|
||||
## 4 Pros/cons
|
||||
+ free and open answers
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||||
+ sense of active contribution
|
||||
+ oppportunity for follow up
|
||||
- time consuming and resource intensive
|
||||
- dependent of commication skills of analyst
|
||||
- location/schedule can make this impractical
|
||||
|
||||
|
||||
58
content/notes/needfinding.md
Normal file
58
content/notes/needfinding.md
Normal file
@ -0,0 +1,58 @@
|
||||
---
|
||||
title: "needfinding"
|
||||
aliases:
|
||||
tags:
|
||||
- info203
|
||||
---
|
||||
|
||||
how to start imporving or designing inerface
|
||||
how to identify the gap or use interface issues
|
||||
|
||||
needdfinding tries to identify issues, often through observational studies (qualitative)
|
||||
|
||||
> "the trick [challenge] to finding ideas is to convince yourself that everyone and everything has a story to tell"
|
||||
> "The other trick if finding out the difference between power and knowledge. You dont start at the top if you want to find a story, you start in the middle. Because its the people in the middle that do the work"
|
||||
> "self conciousness is the enemy of interestingness"
|
||||
> -malcolm gladwell
|
||||
|
||||
## 1 Methods
|
||||
- [participant-observation](notes/participant-observation.md)
|
||||
- Apprenticeship
|
||||
- set a partnership with the people to be observed
|
||||
- be taught the steps in the process
|
||||
- observe the practives
|
||||
- validate what you are observing with those observed as you go along
|
||||
- e.g.,
|
||||
- apprenticeship is eVision user
|
||||
- task: find in which room INFO203 is
|
||||
- problem: I do not have a timetable in eVision like students
|
||||
- allows you to capture the context of use and the issues and needs
|
||||
- what do people do now
|
||||
- what values and goals do people have
|
||||
- how are these particular activities embedded in the larger context
|
||||
- similarities and differences across people
|
||||
- other types of context that are relevant -> time of day, social context
|
||||
|
||||
- [interviewing](notes/interviewing.md)
|
||||
- avoid leading questions
|
||||
- choose sample representative of real users
|
||||
- often impractical
|
||||
- can be structured or semi-structured
|
||||
- effective for high level
|
||||
|
||||
- Longitudinal studies
|
||||
- sporadic use -> when the product is used rarely
|
||||
- used when you cannot use observational studies
|
||||
- diaries
|
||||
- scale better than direct observation (less time consuming)
|
||||
- give people a diary to copmlete
|
||||
- structred task
|
||||
- can use journals, camera, voice, video
|
||||
- tailor the recording to the context
|
||||
- may require practice, training, reminding
|
||||
- use of ntifications, digital calendars, phone calls
|
||||
- Experience sampling
|
||||
- use txt, phone calls , calendars, notifications to recieve feeback or actively remind people
|
||||
- choose interval depending on study context
|
||||
|
||||
|
||||
@ -4,4 +4,25 @@ tags:
|
||||
- info203
|
||||
---
|
||||
|
||||
## 1 Techniques
|
||||
- think-aloud
|
||||
- co-operative evaulation
|
||||
- paper and pencil protocol
|
||||
- audio recording
|
||||
- video recording
|
||||
- computer logging
|
||||
- user notebooks
|
||||
- post-talk walkthroughs
|
||||
|
||||
## 2 Disadvantages
|
||||
- observation bias exists
|
||||
- coding schemes
|
||||
- laborioua and difficult
|
||||
- experts needed, training needed
|
||||
- often a mix of multiple techniques
|
||||
- automatic protocol analysis tools available (esp. in usability labs)
|
||||
|
||||
## 3 Use Cases
|
||||
[needfinding](notes/needfinding.md)
|
||||
[evaluating-designs](notes/evaluating-designs.md)
|
||||
[requirements-elicitation](notes/requirements-elicitation.md)
|
||||
@ -4,4 +4,30 @@ tags:
|
||||
- info203
|
||||
---
|
||||
|
||||
# Prototyping
|
||||
Quickly creating a minimal, functioning approximate version of an idea, which reveals potential issues(feedback) that may be hard to predict(unknown unknows) otherwise
|
||||
|
||||
>"The way to have a good idea is to have lots of ideas" - Linus Pauling
|
||||
|
||||
> "Prototypes are questions. Ask lots of them"
|
||||
|
||||
Rapid Prototyping can be compared to simulated annealing
|
||||
|
||||
## 1 Goals
|
||||
- minimise time spent
|
||||
- maximise information gained
|
||||
- cost of change increases with time
|
||||
- help [stakeholders](stakeholders) understand ideas
|
||||
|
||||
## 2 Traits of a good prototype:
|
||||
- not fully complete
|
||||
- easy to change/create
|
||||
- retired/evolved quickly
|
||||
|
||||
## 3 Insights gained from prototyping
|
||||
- Feel -> Form
|
||||
- Implementation -> Function
|
||||
- Role -> Overall Experience
|
||||
|
||||

|
||||

|
||||
|
||||
@ -4,4 +4,54 @@ tags:
|
||||
- info203
|
||||
---
|
||||
|
||||
Fidelity will increase over time.
|
||||

|
||||
|
||||
## Storyboarding
|
||||
focus on the **task**
|
||||
communicate flow
|
||||
not about pretty pictures
|
||||
use timelimits ≈10 mins
|
||||
|
||||
### shows
|
||||
- settings
|
||||
- people
|
||||
- environment
|
||||
- task
|
||||
- sequence
|
||||
- steps
|
||||
- what leads a user to use the app
|
||||
- what task
|
||||
- satisfaction
|
||||
- why do they use the app
|
||||
- what do they accomplish
|
||||
- what needs does the system fill
|
||||
|
||||
### Benefits
|
||||
- holistic focus
|
||||
- avoids commitment to an interface
|
||||
- helps get stakeholders onthe same page
|
||||
|
||||
### Examples
|
||||

|
||||
|
||||
|
||||
## Paper prototyping
|
||||
mockup of UI on computer
|
||||

|
||||
|
||||
|
||||
### tips
|
||||
- store materials in one place
|
||||
- work quickly
|
||||
- complex parts of interfaces can be verbally roleplayed
|
||||
- backgrounds can be used to contain protoypes and provide context
|
||||
- you can mix and match hardware and software
|
||||
- when appropraite include matching OS elements
|
||||
|
||||
- get users to add to the design
|
||||
- get stakeholders incolved
|
||||
|
||||
|
||||
## Digital mockups
|
||||

|
||||
|
||||
@ -4,4 +4,8 @@ tags:
|
||||
- info203
|
||||
---
|
||||
|
||||
The extent to which a product cn be used by specifies users to achieve specified goals with effectivenesss, efficiency, and satisfaction in a specified context of use.
|
||||
|
||||
Usability is how well a product can be used by specific users to achieve goals effectively efficiently and with satisfaction in a specific context
|
||||
|
||||

|
||||
|
||||
@ -4,4 +4,8 @@ tags:
|
||||
- info203
|
||||
---
|
||||
|
||||
> "encompasses all aspects of the end users interaction with the company, its services, and its products" - Jakob Nielsen and Don Normann
|
||||
|
||||
Marketing, branding, etc.
|
||||
|
||||

|
||||
|
||||
@ -4,4 +4,37 @@ tags:
|
||||
- info203
|
||||
---
|
||||
|
||||
## 1 benefits
|
||||
- cheap and fast
|
||||
- great communication
|
||||
- can serve as spec for devs
|
||||
- ties interface design to tasks
|
||||
|
||||
## 2 fidelity
|
||||
low-fi 2-5min brainstorm
|
||||
mid-fi 1-4 paper prtotypes video
|
||||
hi-fi slick +fancy for investors/management
|
||||
|
||||
## 3 shows
|
||||
- like a storyboard, the whole tasks
|
||||
- motivvationa and success
|
||||
- draw on tasks you've observed
|
||||
- illustrate importand tasks
|
||||
- help scope minimum viable poduct
|
||||
- forces you to make design decisions in a new way
|
||||
|
||||
## 4 steps
|
||||
- outline (maybe use storyboards)
|
||||
- fin to extemporize
|
||||
- equiment
|
||||
- a camera (not fancy needed)
|
||||
- people
|
||||
- realistic location
|
||||
- focus on the message more than production values
|
||||
|
||||
## 5 considerations
|
||||
- silent(with title cards) or with audio
|
||||
- audio can be finicky
|
||||
- interface can be anything
|
||||
- mockups, paper prototypes, code
|
||||
- can show success and failure of interfaces an failure
|
||||
|
||||
@ -5,3 +5,59 @@ tags:
|
||||
---
|
||||
|
||||
|
||||
making interactive app quickly with minimal code
|
||||
|
||||
simulate interactive behaviour with human operators
|
||||
|
||||
- make interactive app without much code
|
||||
- front end interface
|
||||
- remote wizard controls user interface
|
||||
- makes sense with is faster/cheaper/easier than making the real thing
|
||||
- get feedback from users people
|
||||
- hi-fi users think its more real
|
||||
- low-fi: more license to suggest changes
|
||||
|
||||
## 1 making wizard protoypes
|
||||
- find scenarios to protoypes
|
||||
- create UI skeleton
|
||||
- develop hooks for wizard input
|
||||
- decide where and how the wizard will provide input
|
||||
- remember not to fake stuff that it not feasible in real life
|
||||
- rehearse wizard rile with colleague
|
||||
|
||||
## 2 running wizard protoypes
|
||||
- practivce with friend
|
||||
- recruit users
|
||||
|
||||
- two roles:
|
||||
- facilitator ⇒ pprovides tasks and takes notes
|
||||
- wizard ⇒ operaties interface
|
||||
|
||||
- user feedback
|
||||
- think aloud
|
||||
- retrospective
|
||||
- heuristic evaluation
|
||||
|
||||
- debrief users
|
||||
|
||||
|
||||
## 3 used throughout development
|
||||
user can do less and less and the prototyp comes closer to realisation
|
||||
|
||||
## 4 advatages
|
||||
- fast
|
||||
- variable
|
||||
- more real than papar prototypes
|
||||
- finds bugs and pronlems with design
|
||||
- places user at center
|
||||
- can envision challenging to built application
|
||||
- ability to look foward and "use" tech that isn't created yet
|
||||
|
||||
|
||||
## 5 Disadvatages
|
||||
- simulations may misrepresent otherwire imperfect tech
|
||||
- mya simulate techs that not not exist (and mnay never)
|
||||
- require training and can be inconsistent
|
||||
- playing the wizard can be exhausting
|
||||
- some features are difficult to simulate
|
||||
- may not be appropriate
|
||||
|
||||
Loading…
Reference in New Issue
Block a user