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Stanford hci group / cs147 Intro to HCI Design Midterm Review Session November 2/3 2006.

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Presentation on theme: "Stanford hci group / cs147 Intro to HCI Design Midterm Review Session November 2/3 2006."— Presentation transcript:

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


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