Download presentation
Presentation is loading. Please wait.
Published byDavid Goodman Modified over 8 years ago
1
stanford hci group / cs147 Intro to HCI Design http://cs147.stanford.edu Midterm Review Session November 2/3 2006
2
07 October 2004 2 Ubicomp Norman: “Design of Everyday Things” Key Terms: Affordances Constraints Conceptual Models Mappings Visibility Feedback Consistency
3
07 October 2004 3 Ubicomp ID 6.1 – ID 6.3: Interaction Design Identifying Needs Prototyping (Developing alternative designs) Implementation (Building interactive versions of the design) Evaluating designs
4
07 October 2004 4 Ubicomp IDEO Understand steps of iterative design Process (also covered in lecture) Needs -> Design -> Implement - > Test HiFi / LoFi Prototype differences When to use particular methods (lecture, not really reading)
5
07 October 2004 5 Ubicomp ID 7.4: Data Gathering Questionnaires Interviews Focus Groups and Workshops Naturalistic observation Studying documentation
6
07 October 2004 6 Ubicomp ID 9.1 – ID 9.3: User- Centered Approaches to Interaction Design Know your users Iterate a lot Measure
7
07 October 2004 7 Ubicomp ID 12.1 – ID 12.5: Observing Users Observation types: Quick and Dirty, Usability testing (video and logs), Field studies How to observe: In controlled environments, In the field, Ethnography (this just means you are accepted by the group, as opposed to being an outsider) Data collection: Notes+Camera, Audio+Camera, Video (and tradeoffs) Indirect observation: Diaries, Interaction logging (in the program)
8
07 October 2004 8 Ubicomp Hutchins What direct manipulation means (definition, properties) Virtues of direct manipulation according to Shneiderman Aspects of directness: "distance" and "engagement“ Distance gulfs: "Gulf of Evaluation" vs. "Gulf of Execution“ Forms of distance: semantic and articulatory -- what this distinction means and how the distance can be reduced “Direct engagement": what it means and how it is produced Problems with direct manipulation, and reassessment of Shneiderman's claims
9
07 October 2004 9 Ubicomp Cooper: The Myth of Metaphor Understand Cooper's 3 paradigms of software interfaces. What do you get/lose by using a metaphor? What makes a good idiom?
10
07 October 2004 10 Ubicomp Liddle: "Design of the Conceptual Model" Understand the different between recognition and recall Be familiar with progressive disclosure Why did the Star system fail? Be familiar with the 3 phases of technology development (also covered in lecture)
11
07 October 2004 11 Ubicomp Winograd: The Alto and the Star Useful to know the main contributions of Alto/Star, such as: direct manipulation WYSIWIG consistent commands
12
07 October 2004 12 Ubicomp Doyle: “What Goes Wrong at Meetings" Practical tips for making your group meetings more effective common meeting problems advice for group member roles at meetings “Interaction Method" for keeping meetings on track by splitting up roles
13
07 October 2004 13 Ubicomp Norman: BDS Design as practiced is different from design as taught In the actual situation, cultural, social, and organizational issues can dominate the user-oriented aspects of design. Understand the story of the Mac power switch and how it applies
14
07 October 2004 14 Ubicomp Mullet: Chapter 2 Be familiar with the benefits of simplicity in visual design Be familiar with common visual design pitfalls Understand what it means to reduce, regularize and combine visual elements.
15
07 October 2004 15 Ubicomp Mullet: Chapter 4 What does a good visual structure provide? Be familiar with the relevant/described gestalt principles of grouping Understand what a visual hierarchy is and the utility of balance, symmetry and negative space in creating it Be aware of common visual design problems errors in software interfaces
16
07 October 2004 16 Ubicomp Waern Understand the overall Cognition system Yerkes-Dodson Law – Performance vs Arousal Selective Attention – Concept of needing to choose what to pay attention to Understand relationship between Effort and Attention Implications of above for HCI Quantitative aspects of vision/audition Understand the: similarity law proximity law continuity law law of closure gestalt shifts impossible objects and how those principles apply to HCI design Understand Motor characteristics, especially Fitts law Understand how short term memory works (from lecture, but similar topic)
17
07 October 2004 17 Ubicomp Van Duyne Stages of the iterative design process Design principles Types of rapid prototyping Stages of prototyping: paper prototypes, medium and hi-fi prototypes Evaluation techniques: think-aloud protocol, heuristic evaluation, expert reviews, formal usability studies: understand what each technique is and to which situations it best applies
18
07 October 2004 18 Ubicomp Rettig Problems with Hifi prototyping and advantages of doing Lofi first Tips for creating a paper prototype (useful for group project assignment) How to run user tests with a paper prototype (also useful)
19
07 October 2004 19 Ubicomp Nielsen: History Generations of user interfaces: batch processing, command line, full screen, graphical, etc. Understand the hardware technology, operating mode, and UI paradigm of each Impact and contributions of various historical systems (e.g. Sketchpad, Augment, Alto/Star) Advantages of the GUI and direct manipulation History of interaction styles and evolutionary trends
20
07 October 2004 20 Ubicomp Krug: "How We Really Use the Web" People don't generally use your website the way you design it because They scan instead of reading details They “satisfice" instead of making optimal choices They "muddle through" instead of figuring out how things really work
21
07 October 2004 21 Ubicomp Hinckley: "Input Technologies and Techniques" Be familiar with the various properties of input devices Why has the mouse stayed around so long? Why are keyboards hard to replace? Be familiar with Buxton's 3 state model for devices Understand Fitt's law and its implications
22
07 October 2004 22 Ubicomp Dourish: "Getting in Touch" Ever-lower cost of computation opens new uses Ubiquitous computing – Use / Importance of context in software Virtual vs Physical interaction -- Tangible interfaces Virtual vs Augmented reality Ambient Interfaces
Similar presentations
© 2024 SlidePlayer.com Inc.
All rights reserved.