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Revision for INFO3315 Revision lab. Knowledge of a key technique Q: State five of the most important things you need to do when you conduct a think-aloud.

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Presentation on theme: "Revision for INFO3315 Revision lab. Knowledge of a key technique Q: State five of the most important things you need to do when you conduct a think-aloud."— Presentation transcript:

1 Revision for INFO3315 Revision lab

2 Knowledge of a key technique Q: State five of the most important things you need to do when you conduct a think-aloud usability evaluation. For each, explain why it is important. 1. Justification: 2. Justification: 3. Justification: 4. Justification: 5. Justification:

3 Detailed knowledge of practiced technique A colleague ran a think-aloud usability study where Participant 5 became quite lost and spent 20 minutes just trying anything at the interface, became flustered and then gave up. a) What improvement would you recommend in this situation. b) Why is this a better approach? c) How would the results for this user be interpreted in the case of your improved approach.

4 Knowledge of a key technique Identify three important elements in conducting an effective Heuristic Evaluation (HE) usability assessment. For each, explain why it is important. 1. 2. 3.

5 Class survey http://www.itl.usyd.edu.au/feedback /survey/

6 Guidelines and design It is recommended that designers should use colour sparingly, avoiding any more that 5 different colour codings. Explain how this is related to the limitations of human working memory. While colour in interfaces has benefits, some people are colour blind. Explain how extensive this problem is, by stating the proportion of people affected by colour blindness. Explain how you can still make use of colour but take account of the needs of people who are colour blind. Explain how this affects the broader population. Explain how accessible guidelines would influence your design of an interface that makes use of a brightly coloured image as a link.

7 Critique, enhance, evaluate many nice examples from http://baddesigns.com/examples.html#soupspoon, http://hallofshame.gp.co.at/,http://baddesigns.com/examples.html#soupspoon http://hallofshame.gp.co.at/ Consider this dialogue box that appeared in a game if the user attempted to quit without saving the game. Annotate it to show one important problem. State which of Nielsen’s heuristics that is violated by this aspect of the design. Draw an improved version in the space below. Annotate it to show how it improves on the design above. Your annotations should refer to relevant design principles.

8 http://baddesigns.com/autoicons.html … Cadillac car … sets of controls that I have seen. I never could figure out what some of these controls did, even after trying them. It appears that these were intended to imitate European designs, that rely on pictograms to communicate with drivers from countries with different languages.

9 http://hallofshame.gp.co.at/stupid.ht m

10 http://cs.stanford.edu/people/eroberts/cs201/projects /2010-11/PsychologyOfTrust/ui3.html#1

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