Created
September 21, 2023 15:53
-
-
Save patilswapnilv/17ea92034429bc76c53f8dac85f73ff9 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Goal: Get a little practice in creating a flow model for an enterprise. | |
Activities: | |
� Follow up on your flow model initial sketch that you did in Exercise 4-1. | |
� Again represent each work role or system entity as a node in the diagram. | |
� Use arcs between nodes to show all communication and coordination necessary to do the work of the enterprise. | |
� Use arcs to represent all information flow and flow of physical artifacts. | |
� Include all forms of communication, including direct conversations, email, phones, letters, memos, meetings, and so on. | |
� Include both flow internally within the enterprise and flow externally with the rest of the world. | |
Deliverables: One flow model diagram for your system, with as much detail as feasible. | |
Schedule: This could take a couple of hours. | |
Exercise 6-6: Hierarchical Task Inventory for Your System | |
Goal: Get some practice creating a hierarchical task inventory diagram. | |
Activities: Using your task-related contextual data notes, make a simple hierarchical task inventory diagram for your system. | |
Deliverables: Simple HTI diagram(s) for the system of your choice. | |
Schedule: An hour should be enough to get what you need from this exercise. | |
Exercise 6-7: Usage Scenarios for Your System | |
Goal: Get some practice in writing usage scenarios. | |
Activities: | |
� Select one or two good representative task threads for the most interesting user class, for example, the customer. | |
� Write a couple of detailed usage scenarios, referring to user roles, tasks, actions, objects, and work context. | |
� Work quickly; you can clean it up as you go. | |
Hints and cautions: Do not worry too much about the design yet; we will get to that. | |
Deliverables: A few usage scenarios to share and discuss. | |
Schedule: An hour should be enough time for this one. | |
Exercise 6-8: Design Scenarios for Your System | |
Goal: Get some practice in writing usage scenarios. | |
Activities: | |
� For the same usage scenarios you wrote in the previous exercise, write a couple of detailed design scenarios, again referring to user roles, tasks, actions, objects, and work context. | |
� Make up anything you need about the design on the fly. | |
� Do this quickly; you can clean it up as you go. Deliverables: A few design scenarios to share and discuss. Schedule: An hour should be enough time for this one. | |
Exercise 6-9: Identifying Information Objects for Your System | |
Goal: Get a little practice in identifying information objects for a system. | |
Activities: | |
� Review the ontology of your system. | |
� Identify the entities within your application that are operated on by users-searched and browsed for, accessed and displayed, modified and manipulated, and stored back again. | |
� Sketch an outline or list of these information objects, their attributes, and the relationships among them. | |
Deliverables: The list just described. | |
Schedule: A half hour should do it. | |
CHAPTER 7 EXERCISES | |
Exercise 7-1: Creating a User Persona for Your System | |
Goal: Get some experience at writing a persona. | |
Activities: | |
� Select an important work role within your system. At least one user class for this work role must be very broad, with the user population coming from a large and diverse group, such as the general public. | |
� Using your user-related contextual data, create a persona, give it a name, and get a photo to go with it. | |
� Write the text for the persona description. | |
Deliverables: One- or two-page persona write-up | |
Schedule: You should be able to do what you need to learn from this in about an hour. | |
Exercise 7-2: Practice in Ideation and Sketching | |
Goal: To get practice in ideation and sketching for design. | |
Activities: | |
� Doing this in a small group is strongly preferable, but you can do it with one other person. | |
� Get out blank paper, appropriate size marking pens, and any other supplies you might need for sketching. | |
� Pick a topic, a system, or device. Our recommendation is something familiar, like a dishwasher. | |
� Start with some free-flow ideation about ways to design a new and improved concept of a dishwasher. Do not limit yourself to conventional designs. | |
� Go with the flow and see what happens. | |
� Remember that this is an exercise about the process, so what you come up with for the product is not that crucial. | |
� Everyone should make sketches of the ideas that arise about a dishwasher design, as you go in the ideation. | |
� Start with design sketches in the ecological perspective. For a dishwasher, this might include your dining room, kitchen, and the flow of dishes in their daily cycle. You could include something unorthodox: sketch a conveyor belt from the dinner table through your appliance and out into the dish cabinets. Sketch how avoiding the use of paper plates can save resources and not fill the trash dumps. | |
� Make some sketches from an interaction perspective showing different ways you can operate the dishwasher: how you load and unload it and how you set wash cycle parameters and turn it on. | |
� Make sketches that project the emotional perspective of a user experience with your product. This might be more difficult, but it is worth taking some time to try. | |
� Ideate. Sketch, sketch, and sketch. Brainstorm and discuss. | |
Deliverables: A brief written description of the ideation process and its results, along with all your supporting sketches. | |
Schedule: Give yourself enough time to really get engaged in this activity. | |
Exercise 7-3: Ideation and Sketching for Your System | |
Goal: More practice in ideation and sketching for design. Do the same as you did in the previous exercise, only this time for your own system. | |
CHAPTER 8 EXERCISES | |
Exercise 8-1: Conceptual Design for Your System | |
Goal: Get a little practice in initial conceptual design. | |
Activities: | |
� Think about your system and contextual data and envision a conceptual design, including any metaphors, in the ecological perspective. Try to communicate the designer's mental model, or a design vision, of how the system works as a black box within its environment. | |
� Think about your system and contextual data and envision a conceptual design in the interaction perspective. Try to communicate the designer's mental model of how the user operates the system. | |
� Finally, think about your system and contextual data and envision a conceptual design in the emotional perspective. Try to communicate a vision of how the design elements will evoke emotional impact in users. | |
Deliverables: Brief written descriptions of your conceptual design in the three perspectives and/or a few presentation slides of the same to share with others. | |
Schedule: You decide how much time you can afford to give this. If you cannot do this exercise in all three perspectives, just pick one, perhaps the ecological perspective. | |
Exercise 8-2: Storyboard for Your System | |
Goal: Get a little practice in sketching storyboards. | |
Activities: | |
� Sketch storyboard frames illustrating narrative sequences of action in each of the three perspectives. | |
� Include things like these in your storyboards: | |
� Hand-sketched pictures annotated with a few words | |
� All the work practice that is part of the task, not just interaction with the system, for example, include telephone conversations with agents or roles outside the system | |
� Sketches of devices and screens | |
� Any connections with system internals, for example, flow to and from a database | |
� Physical user actions | |
� Cognitive user actions in "thought balloons" | |
� Extra-system activities, such as talking with a friend about what ticket to buy | |
� For the ecological perspective, illustrate high-level interplay among human users, the system as a whole, and the surrounding context. | |
� In the interaction perspective, show screens, user actions, transitions, and user reactions. | |
� Use storyboards in the emotional perspective to illustrate deeper user experience phenomena such as fun, joy, and aesthetics. | |
Schedule: You decide how much time you can afford to give this. If you cannot do this exercise in all three perspectives, just pick one, perhaps the ecological perspective. | |
CHAPTER 9 EXERCISES | |
Exercise 9-1: Intermediate and Detailed Design for Your System | |
Goal: Get some practice in developing a few parts of the intermediate and detailed design. | |
Activities: | |
� If you are working with a team, get together with your team. | |
� Choose just one principal work role for your system (e.g., the customer). | |
� Choose just one key task that work role is expected to perform. | |
� For that work role and task, make a few illustrated scenarios to show some of the associated interaction. | |
� Sketch some screen layouts to support your scenarios, along with some representation of the navigational structure. | |
� Go for a little depth, but not much breadth. | |
� Make a few annotated wireframes for the same scenarios. | |
Hints, cautions, and assumptions: | |
� Do not get too involved in design guidelines issues yet (e.g., icon appearance or menu placement). | |
� Control time spent arguing; learn the process! | |
� Base your screen designs on the contextual analysis and design you have done so far. | |
Deliverables: Just the work products that naturally result from these activities. | |
Schedule: Whatever you can afford. At least give it an honest try. | |
CHAPTER 10 EXERCISES | |
Exercise 10-1: Identifying User Experience Goals for Your System | |
Goal: A little experience in stating user experience goals. | |
Activities: Review the WAAD and user concerns in the social model for the system of your choice, noting user or customer concerns relating to user experience goals. | |
Deliverables: A short list of user experience goals for one user class of the system of your choice. | |
Schedule: A half hour or so (it should be easy by now). | |
Exercise 10-2: Creating Benchmark Tasks and UX Targets for Your System | |
Goal: To gain experience in writing effective benchmark tasks and measurable UX targets. Activities: | |
� We have shown you a rather complete set of examples of benchmark tasks and UX targets for the Ticket Kiosk System. Your job is to do something similar for the system of your choice. | |
� Begin by identifying which work roles and user classes you are targeting in evaluation (brief description is enough). | |
� Write three or more UX table entries (rows), including your choices for each column. Have at least two UX targets based on a benchmark task and at least one based on a questionnaire. | |
� Create and write up a set of about three benchmark tasks to go with the UX targets in the table. | |
� Do NOT make the tasks too easy. | |
� Make tasks increasingly complex. | |
� Include some navigation. | |
� Create tasks that you can later "implement" in your low-fidelity rapid prototype. | |
� The expected average performance time for each task should be no more than about 3 minutes, just to keep it short and simple for you during evaluation. | |
� Include the questionnaire question numbers in the measuring instrument column of the appropriate UX target. | |
Cautions and hints: | |
� Do not spend any time on design in this exercise; there will be time for detailed design in the next exercise. | |
� Do not plan to give users any training. | |
Deliverables: | |
� Two user benchmark tasks, each on a separate sheet of paper. | |
� Three or more UX targets entered into a blank UX target table on your laptop or on paper. | |
� If you are doing this exercise in a classroom environment, finish up by reading your benchmark tasks to the class for critique and discussion. | |
Schedule: Work efficiently and complete in about an hour and a half. | |
CHAPTER 11 EXERCISES | |
Exercise11-1: Building a Low-Fidelity Paper Prototype for Your System | |
Goal: To obtain experience with rapid construction of a low-fidelity prototype for early stages of user interaction design and to have a real paper prototype to generate lots of critical incidents later in your evaluation exercise. | |
Activities: This should be one of your most fun exercises, but it can also be a lot of work. | |
� Following the guidelines for paper prototype construction given in Section 11.6.5, build a paper prototype for your system or product design. | |
� Make sure that the prototype will support at least the benchmark tasks, descriptions for which you wrote in the previous exercise. | |
� Add in some other "decoy" interaction design "features," widgets, and objects so that the prototype does not look tailored to just your benchmark tasks. | |
Hints and cautions: | |
� It is normal for you to have to do more design work during this exercise, to complete details that were not fully designed in previous exercises. | |
� Remember: You are learning the process, not creating a perfect design or prototype. | |
� Assuming you are doing this as a team: Get everyone on your team involved in drawing, cutting, taping, and so on, not just one or two people. | |
� You will be done much faster if everyone pitches in. | |
� This is not art class so do not worry too much about straight lines, exact details, etc. | |
� Pilot test to be sure it will support your benchmark tasks for evaluation. | |
Deliverables: A right smart "executable" paper prototype that will support your benchmark tasks in user experience testing, and your pilot tests passed with flying colors (no monochromatic flying). | |
Schedule: Just git 'er done. It could take several hours, but it is essential for all the exercises that follow. | |
CHAPTER 13 EXERCISES | |
Exercise13-1: Formative UX Inspection of Your System | |
Goal: Get a little practice in doing a UX inspection. | |
Activities: | |
� Unless you have another prototype, use the paper prototype you built in the previous exercise. If your paper prototype is not suitable for an effective exercise in UX inspection, select an application or appropriate Website as the target of your inspection. | |
� Perform a UX inspection as described in Chapter 13. | |
� If you are working with a team, use the team approach described in Chapter 13. | |
Deliverables: A list of UX problems identified by your UX inspection. | |
Schedule: An hour and a half. | |
CHAPTER 14 EXERCISES | |
Exercise 14-1: Formative UX Evaluation Preparation for Your System | |
Goal: To get some practice in preparation for a simple empirical evaluation. | |
Activities: | |
� If you are working with a team, get together with your team. | |
� Decide roles for team members. Include at least a facilitator and a prototype executor, plus a quantitative data recorder and one or more critical incident recorders. | |
� In addition, if you are doing this exercise in a classroom with other teams, assign two team members as participants to trade to another team when you start data collection in the next exercise. | |
� The prototype executor should get out the paper prototype you made in Exercise 11-1 and make sure the prototype works without breaking. | |
� If you developed a programmed prototype, everything will be the same except that you will not need an interface executor. You will, instead, need someone to make sure the prototype hardware and software are set up, installed, and running properly for evaluation. | |
� This activity works well for a team of about four. If you have more or fewer members in your team, it is easy to make adjustments. If there are only two of you, for example, one person can be the executor and the other person can record critical incidents and time the benchmark tasks. If there are four or five of you, the extra people will be valuable in helping record critical incidents. If you have been working alone on all the previous exercises, you may want find a couple of other people to help you run the evaluation. In addition and in any case, you need to recruit two people to serve as participants to evaluate your prototype. | |
� Get out the UX target table you made in Exercise 10-2. | |
� Have at least two benchmark tasks that you created in Exercise 10-2, each written on a separate piece of paper. | |
� Assuming you used a questionnaire for subjective data in your evaluation session, get out copies of the questionnaire, one for each participant you will be using, and circle the questions you want participants to answer. | |
� Review your evaluation protocols. | |
Deliverables: Just have everything just mentioned ready for the next exercise, data collection. | |
Schedule: It should not take too long to get ready for evaluation. | |
CHAPTER 15 EXERCISES | |
Exercise 15-1: UX Evaluation Data Collection for Your System | |
Goal: To get a little practice in the data collection part for a very simple formative UX evaluation using a paper prototype. | |
Activities: This is perhaps the most fun and most rewarding of all the exercises when you finally get to see some users in action with your interaction design. | |
� New team formation: | |
� This is described in terms of multiple teams in a classroom setting. For other setups, make appropriate adjustments. | |
� After all the teams are gathered and sitting around a table, make the switch of participants with another team. | |
� You send the two people in the participant role from your team to another team. Curb the potential confusion here by doing the swap in an orderly circular fashion among the teams. | |
� You will now have new participants from a different team who are unfamiliar with your design. These new participants are now permanently on your team, for the rest of these exercises, including data collection, analysis, and reporting. | |
� As an alternative, if you do not have multiple teams, try recruiting a couple of co-workers or friends as participants. | |
� Sitting together in your newly formed teams, get out your UX target table form, your benchmark task descriptions, and your questionnaires. | |
� Dismiss your two participants (the new team members you just got) to the hallway or other waiting area. | |
� Data collection: | |
� Assemble and boot up your prototype, per the instructions in Section 15.3.6. | |
� Call in your first participant into the "lab," greet the participant, and explain the evaluation session. | |
� Have this first participant perform your first benchmark task for your objective UX targets. | |
� Have the participant read the first benchmark task aloud. | |
� Ask the participant to perform that task while thinking aloud. | |
� The executor moves prototype parts in response to participant actions. | |
� The facilitator directs the session and keeps it moving. | |
� Timer(s) writes down or enters timing and error count data as indicated in UX targets as the user performs the task (do not count participant's reading aloud of task in task timing). | |
� Everyone else available should be used to take notes on critical incidents and UX problems. | |
� Remember the rules about not coaching or anticipating user actions. And the computer may not speak! | |
� Have this first participant perform your second benchmark task for your objective UX targets. | |
� Have the participant read the second task aloud and perform it while thinking aloud. | |
� How much data to collect? | |
� You need to collect a dozen or more critical incidents in this overall exercise (i.e., from both participants doing both benchmark tasks). | |
� If you do not get at least a half dozen from each participant, continue with that participant doing exploratory use of your prototype until you get enough critical incidents. | |
� For example, have them browse through each screen, looking at each object (button, menu, etc.), commenting on and giving their opinion about the quality of the user experience relating to various features. | |
� Have this participant complete your questionnaire and then give them their "reward." | |
� Keep your first participant as a new member of the rest of the team to help with observations. | |
� Bring in the second participant and perform the same session again. | |
Deliverables: All your data. | |
Schedule: Complete by end of class (about an hour and a half, if you are efficient). | |
CHAPTER 16 EXERCISES | |
Exercise 16-1: UX Data Analysis for Your System | |
Goal: To get some practice with the analysis part of a very simple formative UX evaluation. | |
Activities: | |
� If you are working with a team, get together with your team, including any new participants you picked up along the way. | |
� Fill in the UX target table "Observed results" column. | |
� Together, your team compiles and compares the quantitative results to determine whether UX targets were met. | |
� Review your raw critical incident notes and write a UX problem list. | |
� Organize the UX problem list and perform cost-importance analysis. | |
� Using a paper cost-importance table or laptop spreadsheet, list a dozen or more UX problems from critical incidents. | |
� Assign an importance (to fix) rating to each observed problem. | |
� Propose solutions (without doing all the work of redesign). | |
� Group together any related problems and list as single problem. | |
� Assign cost values (in person-hours) to each solution. | |
� Compute priority ratios. | |
� Compile your results: | |
� Move your "Must fix" problems to the top of your cost-importance table. | |
� Sort the remaining problems by decreasing priority ratios to determine the priority rank of UX problems. | |
� Fill in the cumulative cost column. | |
� Assume a hypothetical value for available time resources (something to make this exercise work). | |
� Draw the cutoff, line of affordability. | |
� Finalize your "management" decisions (resolution) about which changes to make now and in the next version. | |
Deliverables: | |
� Summary of quantitative results, written in "Observed results" column in your UX target table form (for comparison with UX targets). | |
� List of raw critical incidents. | |
� Cost-importance table form containing three UX problems selected as interesting to present to class or your work group (complete across all three rows). | |
� Choose someone to give brief a report on your evaluation results. | |
Schedule: Given the simplicity of the domain, we expect this exercise to take about 30 to 60 minutes. | |
CHAPTER 17 EXERCISES | |
Exercise 17-1: Formative Evaluation Reporting for Your System | |
Goal: Write a report of the formative UX evaluation you did on the system of your choice. | |
Activities: | |
� Report on your informal summative evaluation results using a table showing UX targets, benchmark tasks, questionnaires, and so on used to gather data, along with target values and observed values. | |
� Add brief statements about whether or not each UX target was met. | |
� Write a full report on a selected subset (about half a dozen) of UX problems found in the qualitative part of your formative UX evaluation. Follow the guidelines in this chapter regarding content, tone, and format, being sure to include redesign proposals for each problem. | |
� Report on the results of your cost-importance analysis, including problem resolutions, for all the problems you reported previously and, if appropriate, some others for context. | |
Deliverables: Your formative evaluation report. | |
Schedule: We expect this exercise to take about an hour. | |
Index | |
Note: Page numbers followed by b indicate boxes, f indicate figures and t indicate tables. | |
A | |
Abridged methods | |
contextual analysis process, 157-159 contextual inquiry process, 120 | |
cost-importance analysis, 589 | |
designer-ability-driven models, 247 | |
design-informing models, 246-248 | |
hybrid of WAAD and other models, 247-248 on-the-fly modeling during interviews, 248 | |
Active learning, 887 | |
Affinity diagrams, 159-160 Affordances | |
cognitive, 650 | |
characterization, 651-652 | |
role of, 646 | |
use of, 646, 647 | |
concept, 643, 653-654 | |
definition, 644 | |
description, 643 | |
emotional, 660-661 false cognitive | |
dial marks, power settings, 657, 657f door sign, 655, 655f | |
form, insurance company, 656, 656f misdirection, 657, 657f | |
radio switch, 656, 656f Web page links, 656, 656f | |
functional, 649 | |
physical, 647 | |
sensory, 647-649, 653 | |
role of, 647-648 | |
text legibility, 647-648 | |
summary, 649 | |
types, 644, 649, 652 | |
user-created | |
adhesive label, 660, 660f | |
cobbled design modifications, 658 copier darkness settings, 659, 659f cup-holder artifact, 659, 659f | |
glass door, 658-659, 658f physical, 658 | |
road sign, 660, 660f sidewalk patterns, 657-658 | |
After Scenario Questionnaire (ASQ), 450 Agile SE methods | |
characteristics communication, 621 | |
description, 620 | |
goals, 621 | |
practitioners, 621 | |
principle, 621 planning | |
controlling scope, 623-624 customer stories, 622-623, 622f story-based, 623, 623f | |
sprints | |
acceptance test creation, 624 acceptance testing and deployment, 625 code testing, 625 | |
description, 624 | |
implementation coding, 625 unit code test creation, 624 | |
Alpha and beta testing, 490-491 Amazon's Kindle(tm), 308, 325-328, 788 | |
Ambient computing, 331 | |
The American National Standards Institute (ANSI), 598 Apple's iPad(tm), 788 | |
Artifact model, 72b | |
ASQ. See After Scenario Questionnaire AttrakDiff, questionnaires | |
administration, 454 | |
alternatives, 457 | |
description, 454 | |
employment, 455 | |
factors, 454 | |
list, 454, 455, 455t | |
use, 454 | |
variation, 454, 456t | |
versions, 454 | |
word choices and terminology, 456-457 Automatic UX evaluation method, 492 | |
B | |
Benchmark tasks content, construction | |
ambiguities, 370 ecological validity, 373b | |
midtask change, intention, 373 parameters, 372 | |
rubrics for special instructions, 373 start and end points, timing, 371-372 task script, 373-374 | |
words, usage, 371 | |
work context and usage-centered wording, 371 degraded modes, 369 | |
description, 366 | |
designer questions, 366-367 | |
design scenarios, 368 | |
engineering judgment, 375 | |
error recovery, 369 | |
initial user performance, 368 navigation, 368 | |
power users, 369 | |
selection, 367 | |
establishing targets, 370 | |
Ticket Kiosk System example first impression, 374, 375t initial performance, 374 | |
measuring instrument, 374, 374t objective, measure, 365t, 374 | |
typing skills, 368 | |
using combinations, 368-369 user tasks, spectrum, 367 | |
Borland's 3-D Home Architect(tm), 705 Brainstorming | |
breakout groups, 280 contextual analysis process, 282 "deep dive" approach, 281-282 description, 280 | |
Kiva, 281, 281f | |
physical mock-ups, 281, 281b rules of engagement, 282 sub-teams, 280-281 | |
C | |
Calendar Management System, 739-740 Choosing process instance | |
instantiation, 60 | |
mapping project parameters to process parameter, 63-64 | |
process parameters, 63 | |
project parameters, 61-62 Chunking | |
description, 697 | |
grouping and recoding, 698 | |
phone number and Miller estimate, 698 trick case, 698 | |
CIF. See Common Industry Format Cognitive affordance | |
clarity, 719 | |
complete information, 744-745 | |
long labels, 744 consistency | |
continue/retry, 725 | |
Find dialogue box, Microsoft Word, 729, 729f Nero Express, 727 | |
presentation, 716-717, 717f | |
problems, 730 | |
Select Pay Stub year, 726, 727 View Pay Stub Summary, 726, 726f | |
controlling complexity | |
airline departure board, 733, 734f decomposing, 731 | |
instructions, bewilderment, 731, 731f layout and spatial grouping, 731 light and call switch, flight, 735 | |
push-button controls, washing machine, 734, 735f Search button, 733 | |
distinguishability, choices elimination process, 723 tragic airplane crash, 723 | |
error recovery feedback, 749 | |
undo actions, 749 | |
error avoidance, 746-748 existence | |
feed-forward, 710 | |
Microsoft PowerPoint, 710, 710f, 711f requirements, 708-709 | |
legibility, 714 noticeability | |
log-in boxes, 714 | |
status lines, 714 | |
users' attention, 713-714 | |
precise wording, 719-723 | |
presentation complexity, 714-715 | |
sensory needs, 712 timing, presentation | |
paper towel dispenser, 715, 715f pasting, 715 | |
user choices and useful defaults current date, 736 | |
planning events, calendar system, 737 tragic choice, defaults, 736 | |
visibility invisible, 712 | |
store user, deodorant, 712 | |
Cognitive directness heater control, car, 743 | |
knob arrangement, cook top, 741 Macromedia Dreamweaver(tm), 741 | |
natural mapping, 740-741 rotation, graphical object, 741 | |
Cognitive load theory, 699 Common Industry Format (CIF) | |
reporting formal summative UX evaluation results ANSI, 598 | |
NIST, 597 | |
requirements, 598 | |
reporting qualitative formative results, 595 Comparative Usability Evaluation (CUE) series, 497 Complex interaction | |
complex work domain, 66-69 simple work domain, 70-71 | |
Computer-printed paper prototypes, 408 | |
Computer System Usability Questionnaire (CSUQ), 450 Conceptual design | |
description, 305 | |
domain-complex systems, 305-306 ecological perspective | |
Amazon Kindle, 308 | |
description, 308 | |
iPods and iTunes, 308-311 emotional perspective | |
description, 312 | |
designer work flow and connections, 312, 312f ideation and sketching, 305 | |
interaction perspective description, 311 | |
Microsoft Outlook, 311-312 | |
use, animation, 311 | |
metaphors (see Metaphors, conceptual design) screen designs and widgets, 305 | |
Ticket Kiosk System example | |
communicating and social networking, 314, 316f communication connection, 314, 315f | |
early, 314, 314f | |
feature, 314, 315f | |
Conceptual design (Continued ) | |
immersion, emotional perspective, 313, 313f interaction perspective, 316, 317f | |
Wheel lifecycle template, 299, 300f Constructing design-informing models | |
abridged methods | |
creation, on-the-fly modeling, 248 designer-ability-driven models, 247 hybrid of WAAD and other models, | |
247-248 | |
selective, 246 | |
barriers, work practice, 185-186, 242-244 contextual inquiry and analysis, 184-185 data, 184 | |
exercises, 6-7, 8-9 | |
extract inputs, 184 | |
model consolidation, 244-245 | |
MUTTS (see Middleburg University Ticket Transaction Service (MUTTS)) | |
second span bridge (see Second span bridge) slideshow presentations, 186 | |
software use cases, 248-249 sources, 246 | |
Ticket Kiosk System (see Ticket Kiosk System) usage models | |
flow model, 209-215 | |
hierarchical task inventory, 216-219 information object model, 232-235 task interaction models, 219-232 task models, 216 | |
user models personas, 209 | |
social models, 196-209 | |
work roles, 187-190 | |
Web accessability (see Web accessability) Wheel lifecycle template, 181, 182f work environment models | |
artifact model, 235-238 | |
physical model, 238-242 Contextual analysis | |
abridged contextual analysis process, 157-159 | |
affinity diagrams, 159-160 | |
data interpretation, 130, 132 | |
exercises, 3-5 | |
flow model and work roles identification, 133-134 | |
managing complexity, 133 | |
sketching, 134-135 MUTTS | |
flow model, sketching, 135b work activity note synthesis, 141b work role, 134b | |
raw work activity data, 131 | |
WAAD (see Work activity affinity diagram (WAAD)) | |
Wheel lifecycle template, 129, 130f | |
work activity notes, creating and managing anticipated data bins, 143-144 | |
interview and observation, 136 printing, 144 | |
raw user work activity data, 136-137 synthesization, 137-143 | |
work roles, 132 Contextual inquiry | |
abridged contextual inquiry process, 120 activity theory, 125 | |
application MUTTS, 94-95 | |
organizational context, 95 Ticket Kiosk System, 95-96 | |
contextual user studies | |
design and iteration, 124-125 measures, 125 | |
problem, 123-124 | |
cross-cultural user-experience design (see Cross- cultural user-experience design) | |
data-driven vs. model-driven inquiry, 121-125 | |
domain complex systems (see Domain complex systems) | |
emotional aspects, work practice, 120 ethnography, 126 | |
exercises, 2-3 | |
existing system/new system, 93-94 goals, 99 | |
MUTTS, user data gathering, 116b observing and interviewing, 91-93, 92f participatory design, 127 | |
people's work practice, 89-90 SnakeLight, 93 | |
system concept statement, 96-98 | |
task analysis/marketing survey, 90-91 Ticket Kiosk System, system concept | |
statement, 97b voting process, 88-89 | |
Wheel lifecycle template, 87-88, 88f work, 91 | |
work activities, 91 | |
work practice, 91 | |
Cooperative user-system task performance path variations | |
description, 671 | |
interaction cycle task context instances, 673, 673f multiuser task, 671-672 | |
secondary tasks and intention shifts, 672 stacking and restoring task context, 672 | |
primary tasks description, 670 | |
environment, system/users, 671 | |
user-initiated, 671 | |
Cost benefit and business case analysis, UX casting, net, 841-842 | |
correcting, usability problem, 845 politics and business | |
champion, 852 | |
credibility, 853-854 | |
engineering, 850 | |
inertial resistance, 853 | |
investment, 850-852 | |
marketing, 852 | |
reward policies, 852 | |
selling, process, 849-850 | |
poor usability, 844-845 | |
ROI, 845-847 | |
savings, 847-848 | |
strategic planning, 848 | |
system development process, 843 techniques, 842 | |
Cost-importance analysis abridged, 589 | |
cost to fix (see Cost to fix) cumulative cost, 584 importance to fix, 577-578 line of affordability, 584-586 | |
multiple problem solutions, 588 | |
priorities, emotional impact problems, 589 priority rankings, 582-584 | |
priority ratio, 581-582 | |
problem groups straddling, 576, 589 solutions | |
photo album problem, 579 Ticket Kiosk System, 579 | |
Cost to fix | |
actual vs. predicted costs, 581 cost values, 580 | |
Critical incident | |
data collection mechanisms comments, 546-547 manual note taking, 547 markers, 546 | |
raw data filtration, 546, 547f video recording, 546 | |
information collection, 545-546 Critiquing vs. ideation | |
designers, cross-disciplinary team, 275 implementation constraints, 274-275 | |
low-fidelity prototypes, 275 | |
Cross-cultural user-experience design cautions, considerations and developments, | |
105-106 | |
culture models and dimensions, 105 cultures, 104, 106 | |
localization, 104, 105 | |
CSUQ. See Computer System Usability Questionnaire Cultural conventions, 650-651 | |
D | |
Data collection techniques critical incident identification | |
capture and document, 439 description, 436-437 | |
evaluator's recognition, 439-440, 439f formative evaluation, objective, 436 form of, 437 | |
notable indication, 437 | |
observance, 437 | |
optimum time, 440 | |
origins, technique, 438 | |
relevance, 437 | |
self-reporting mechanism, 438-439 | |
software tools, 438 | |
variation, 438 emotional impact | |
AttrakDiff, questionnaires, 454-458 | |
bio-metrics, 459-460 | |
description, 452-453 | |
indicators, 453 | |
physiological responses, observation, 458-459 self-reported indicators, 453 | |
phenomenological aspects, 460-464 questionnaires (see Questionnaires, UX evaluation) think-aloud (see Think-aloud technique) | |
Data-driven inquiry, 107b Data value formats, 721-723 Design | |
creative activity, 252 | |
design-thinking, 256-258 | |
engineering, 253-254 | |
human information processing (HIP), 254-256 paradigms, 253-259 | |
ideation (see Ideation) perspectives | |
ecological, 261 | |
emotional, 261-264 | |
interaction, 261 phenomenology | |
HCI, 294, 295 | |
hermeneutics, 295 | |
humanistic studies, 294 | |
method, 294 | |
personal engagement and attachment, 291 presence, 295-296 | |
usage and interaction, 296-297 sketching, 284-291 | |
thinking, 256-258 | |
visual appeal, emotion and usability alarm management system, 262, 263f calm computing, 263 | |
mission-critical system, 264f snap decisions, 262 | |
Design of Everyday Things. See The Design of Everyday Things | |
Designer's mental models description, 300 ecological perspective | |
description, 301 | |
thermostat example, 302 | |
emotional perspective, 303 interaction perspective | |
thermostat example, 302, 303 | |
description, 302 | |
mapping, 300, 301f Design guidelines, UX | |
accommodating, user differences, 800-801 anthropomorphism | |
avoidance, 794-795 | |
direction-finding tasks, 796 | |
feedback, 795 | |
user-computer dialogue, 796 assessment | |
feedback (see Feedback, interaction cycle) information displays, 786-789 | |
system response, 773-774 consistency | |
absolute, 792-793 | |
innovation, 793 | |
structural, 791-792 | |
gratuitous graphics, 799 | |
GUIs, 693-694 | |
help, 801 | |
human-computer interaction (HCI), 693 human memory | |
chunking, 697-698 | |
cognitive load, 699 | |
long-term memory, 700 | |
muscle memory, 701-702 recognition vs. recall, 700-701 sensory memory, 697 | |
shortcuts, 701 | |
short-term/working memory, 697 | |
stacking, 699 | |
humor, 793 | |
interaction cycle, parts, 702, 702f internal and external review, 694 outcomes | |
automation issues, 770-773 | |
system functionality, 769 system response time, 770 | |
physical actions | |
help user, 762-768 | |
sensing objects, 761-762 planning | |
clear system task model, 703-705 efficient task paths, 705-706 progress indicators, 706 | |
transaction completion slips, avoidance, 706-708 psychology principles, 694 | |
scope and universality, 689-693 simplicity | |
consumer appliances, 789 digital phone system, 790 functionality, 790 | |
machines, more controls, 789 sound and color | |
blinking red, 797-798 | |
blue, 798 | |
bright colors, 797 | |
chromostereopsis, 798, 799f | |
text legibility, 799-800 | |
tone and psychological impact, 796 translation | |
cognitive affordance (see Cognitive affordance) sensory and cognitive actions, 708 | |
task structure, 751-761 usability principles, VE, 691b user interfaces, handheld devices | |
conventional user interfaces, 690 description, 690 | |
user preferences, 800 using and interpreting bewilderment, 695 | |
consistency, 695-696 | |
errors, 695 | |
simplicity, 696 | |
UAF, 696 | |
Design production exercises, 12 | |
interaction specifications defined, 350 | |
multiple, overlapping representation techniques, 352 | |
prototype usage, 351-352 | |
resources, design and iterative refinement, 351 intermediate, 337-339 | |
macro view, lifecycle iterations conceptual, 336 | |
detailed, 336-337 | |
ideation, 335 | |
intermediate, 336 | |
refinement, 337 | |
maintaining, custom style guide defined, 348 | |
rules, organizational signature elements, 349-350 | |
Social Security Administration (SSA), 349-350 user interface objects, 349 | |
uses, 348-349 | |
participatory design, 352-356 UX lifecycle process, 333 | |
Wheel lifecycle template, 333, 334f | |
Design walkthroughs and reviews description, 469 | |
group, 469 | |
materials, 469-470 | |
practitioner, 470 Detailed design | |
annotated wireframes, 339 | |
visual comps, 339 | |
Dilbertian HFTAWR (high-frivolity-to-actual-work ratio) approach, 562-563 | |
Discount UX engineering methods goals, 498-499 | |
Nielsen and Molich's original heuristics, 492, 493t | |
risk management | |
evaluation errors, mitigation, 499 false negatives, 499-500 | |
false positives, 500 | |
studies, 501 | |
Domain complex systems | |
complex and esoteric domains, 99-100 customer organization, visit, 99 | |
data collection, 114 | |
emotional impact, 116 | |
goals, 108 | |
observation and interview, task data, 109 phenomenological aspects, 116 | |
process, 111-112 | |
product perspective, 103-106 | |
work roles, 115-116 | |
E | |
Ecological validity definition, 375-376 | |
using telephones for, 376 | |
Ticket Kiosk System example, 376b Embedded computing, 331 Embodied interaction | |
advantage, 330 | |
cognitive actions, 329-330 | |
description, 328 | |
embodiment, 329 | |
physical mock-ups, 329 | |
Scrabble, 330-331 | |
shape and augment, 330 | |
Emotional impact, data collection techniques aesthetics and affect | |
cognitive paradigm, 29 | |
interaction design, 29 | |
processing model, 30 | |
subjective view, 29 | |
symmetrical designs, 29 | |
AttrakDiff, questionnaires (see AttrakDiff, questionnaires) | |
bio-metrics definition, 459 | |
monitoring equipment, 459 | |
polygraph/lie detector, 460 | |
pupillary dilation, 459 | |
centrality, context, 31 | |
description, 452-453 | |
fun, work, 32 | |
indicators, 453 | |
physiological responses, observation behavioral observations, 458 | |
faceAPI, 459 | |
facial and bodily expressions, 458 limitations, 459 | |
monitoring, 458 | |
reviewing process, 458 | |
software-assisted recognition, 458-459 potential breadth | |
blood and adrenaline pumping, 28 cross-disciplinary approach, 25-28 social and cultural interactions, 25 software system, 24 | |
standard, expectation/desire, 24-25 self-reported indicators | |
advantages, 453 | |
dependance, 453 | |
questionnaires, 453 | |
reactions, 453 | |
think-aloud technique, 453 | |
written diaries/logs describing, 453 Entities, modeling | |
activity | |
groups and subgroups, roles, 197 system-related roles, 197 | |
work domain, 197 | |
workplace ambiance, 197 | |
nodes, 210 | |
slideshow presentation social model, 198f Ethnography | |
characteristics, 126 | |
contextual inquiry, 126 | |
ethnographic-based approach, 126 Evaluation lab, Bloomberg LP | |
observation room description, 517 | |
mobile prototype, 517-518 | |
stakeholders, 518 participant room | |
formative evaluation session, 517 mobile prototype, evaluation, 518 multi-monitor workstation, 517 | |
Evaluation reporting exercises, 18 formative | |
content, 599-600 | |
customer/client, 604 | |
description, 601 | |
format and vocabulary, 605-606 | |
inform and/or influence, management, 603-604 | |
problem report effectiveness, 608-609 | |
project team, 602-603 | |
qualitative data, 609-610 | |
time, 607-608 | |
tone, 606-607 | |
UPA workshop report, 601 UX engineering, 601-602 | |
informal summative results | |
formative evaluation, 595 | |
product design, 595 | |
participant anonymity, 594-595 qualitative formative results | |
CIF, 597-599 | |
rapid methods, 597 | |
UX practitioners, 597 | |
quality communication, 593-594 Extracting interaction design requirements | |
abridged methods anticipating needs, 179 | |
using the WAAD directly, 178 work activity notes, 179 | |
contextual analysis, 161-162 | |
exercises, 891-892 | |
formal requirements extraction constraints, 175-176 | |
customers and users, validation, 177 deductive reasons, 165-166 | |
document structure, 169 | |
emotional impact and user experience, 170-171 | |
extrapolation, 171-172 | |
generic structure, 168-169 | |
"hinges", 166 | |
marketing inputs, 173-175 | |
missing data, 172 | |
preparation, 166 | |
prioritizing, 176-177 | |
resolve organizational, social and personal issues, customer, 177-178 | |
statements, 167-168 system support needs, 173 | |
terminology consistency, 167 | |
WAAD, 165, 170 | |
gap, 162-163 | |
needs and requirements, 163-165 Ticket Kiosk System | |
extraction, 173b statement, 169b | |
Wheel lifecycle template, 161, 162f | |
F | |
Feedback, interaction cycle clarity, 779-780 | |
completeness, 780-781 | |
consistency, 784-786 existence | |
database system, 775 | |
Unix operating system, 774-775 precise wording, 780 | |
presentation complexity, 777 | |
consistency, 778 | |
legibility, 777 | |
medium, 778 | |
noticeability, 776-777 | |
timing, 777-778 | |
visibility, 776 | |
tone, expression, 782 usage centeredness | |
error-handling routine, 783 Gobbledygook email message, 782f system-centered "error" message, 783f | |
user control, 786 Fidelity, prototypes | |
high | |
description, 397 | |
use, 397 | |
level of, 395 low | |
aesthetic quality, 396 | |
description, 396 | |
experience, differences, 396 | |
"kindergarten" activity, 396 | |
paper, 396 | |
medium, 397 | |
Fitts' law, 764-765, 764b | |
Formal requirements extraction constraints | |
legacy system, 175 MUTTS, 176b | |
products, 175-176 | |
customers and users, validation, 177 deductive reasoning | |
design, 165-166 | |
work activity note, WAAD, 165 | |
document structure, Ticket Kiosk System, 169b emotional impact and user experience, 170-171 extrapolation, 171-172 | |
generic structure, 168-169 | |
"hinges", 166 | |
marketing inputs, 173-175 | |
missing data, 172 MUTTS, constraints, 176b preparation, 166 | |
prioritizing, 176-177 | |
social and personal issues, customer, 177-178 | |
statements, 167-168 system support needs, 173 | |
terminology consistency, 167 Ticket Kiosk System, 169b, 173b work activity data, 165 | |
Formative and informal summative methods advantages and disadvantages, 494-495 analytic vs. empirical | |
axe design, 434-435 critical incident, 434b description, 433-434 | |
emotional impact factors, 435 expert usage, 434 | |
intrinsic methods, 434 | |
payoff and intrinsic approaches, 434 payoff methods, 434 | |
think aloud technique, 434b UX inspection, 434 | |
classification, dimensions, 432 | |
CUE series, 497 | |
"damaged merchandise", 496 | |
description, 492-497 | |
dimensions intersection, 435, 435f effectiveness, 493 | |
evaluators and problems, 494 | |
interactive software systems, 495 lab-based approach, 494 | |
practical problems, 496 rigorous vs. rapid | |
description, 433 ecological validity, 433b expense, 433 | |
quality vs. cost trade-offs, 433 | |
usability inspection methods vs. lab-based testing, 495 | |
usability metrics, 495-496 Formative (qualitative) data analysis | |
abridged approach, 575 | |
clarification and amplification, emotional impact data, 563-564 | |
clean up, raw data, 563 | |
consolidating, merging and grouping, UX problem data, 562f | |
consolidation, raw critical incident notes | |
critical incidents vs. UX problem instances, 565 single UX problem instance, 566b | |
UX problem instance concept, 565 critical incident, 561b | |
description, 561 | |
Dilbertian HFTAWR (high-frivolity-to-actual-work ratio) approach, 562-563 | |
early UX problem data records, 563 exercises, 17-18 | |
individual critical incident descriptions, 564 photo album example, 567 | |
problem instance, 561b sources, 564 | |
UX problem instances content, 567-568 | |
data management, 574-575 | |
group records, 571-573 | |
merging into UX problem records, 569-571 | |
project context, 569 Formative reporting | |
content | |
cost-importance data, 600 emotional impact problems, 600 individual problem, 599-600 | |
video clips, 600 | |
customer/client, 604 format and vocabulary | |
evaluation, 605 | |
jargon, 605 | |
precision and specificity, 606 | |
inform and/or influence, management, 603-604 | |
problem report effectiveness law, 608-609 | |
redesign proposals, 609 | |
usability problem, 609 | |
project team, 602-603 | |
qualitative data, 609-610 | |
time, 607-608 tone | |
positive approaches, 607 | |
respect feelings, 606-607 UX engineering | |
concepts, 601-602 | |
persuasion and selling, concept, 602 | |
rapport and empathy, 602 teaching, 602 | |
Formative vs. summative evaluation description, 429, 430 | |
design, 429 | |
education and curriculum, 429 engineering, informal summative, 432 engineering vs. science | |
fundamental differences, 431-432 | |
quantitative metrics, 431 | |
validity, 432 | |
informal summative, engineering design phase, 430 | |
lab-based UX testing sessions, 430 qualitative data, 429b | |
quantitative data, 429b | |
G | |
Gods Must Be Crazy (see The Gods Must Be Crazy) | |
Green Machine User-Experience Design behavior-changing process, 327 business data bases, 328 | |
energy use, comparisons, 327 funding, Smart Grid, 326 home-consumer context, 326 | |
mental model and navigation, 328 product purchase, 327 | |
prototypes, 326 Smart Grid data, 326 testing, 328 | |
H | |
Handheld devices, 690b Haptics | |
BMW iDrive, 767 | |
car radio, 768 defined, 763b microwave, 767 | |
HCI. See Human-computer interaction HE. See Heuristic evaluation | |
Heuristic evaluation (HE) advantages, 473 | |
default practitioner, 472 | |
heuristics, 473 | |
limitations, 478-479 | |
procedure, 474-475 | |
reporting, 475-477 | |
rule-based method, 472 variations | |
participatory, 477-478 | |
perspective-based usability inspection, 478 problem reporting, 478 | |
UX inspections, 477 | |
walkthroughs, 478 Hierarchical task inventory (HTI) | |
description, 214b | |
envisioned task structure model, 219 MUTTS, 217b, 218f | |
task inventories, 216-217 | |
temporal implications, 217-219 Ticket Kiosk System example, 219b | |
Horizontal vs. vertical prototypes depth, 394 | |
description, 393-394, 394f | |
functionality, 394 | |
product overview, 394 | |
workflow, 394 | |
HTI. See Hierarchical task inventory Human-computer interaction (HCI) | |
activity theory, 253 | |
automated cockpit warning systems, 255-256 community, 356 | |
contextual design, 126-127 creativity and innovation, 259 description, 253 | |
designers, 402 design-thinking | |
architects, 258 | |
car design, 257-258 | |
description, 256-257 | |
iPad, 258 | |
participatory design techniques, 257, 257b engineering, 253-254 | |
ethnography, 92 | |
frameworks, 258 | |
human information processing (HIP), 254-256 identification, 262 | |
iterative lifecycle, 350 | |
methods, 254 | |
participatory design, 353-354 | |
PICTIVE approach, 356 | |
prototyping tools, 410-411, 425-426 | |
research community, 422-423 | |
utilitarian engineering approach, 258-259 work activity theory, 125b | |
world-view, 255 | |
Human information processing (HIP) paradigm, 254-256 | |
Human-Machine Interaction Network on Emotions (HUMAINE) project, 553-554 | |
Human memory limitations | |
Calendar Management System example, 739-740 chunking | |
description, 697 | |
designed, phone number, 698 grouping and recoding, 698 trick case, 698 | |
cognitive load defined, 699 | |
task closure, 699 | |
command vs. GUI selection interaction styles recognition vs. recall, 700-701 | |
shortcuts, 701 long-term memory | |
capacity, 700 | |
hypnosis, 700 | |
learning, 700 muscle memory | |
"on" and "off", electrical switch, 701-702 rhythm, 701 | |
sensory memory persistence, sensory, 697 | |
visual persistence, 697 short-term/working memory | |
proactive interference, 697 | |
throw-away data, 697 stacking | |
execution context, 699 | |
large and complex tasks, 699 task performance, 699 | |
Human spirit, UX connectedness, music, 26-27 | |
disconnection, absorption, 27 | |
serendipity, projects, 27-28 | |
work, spirit, 28 | |
I | |
Ideation brainstorming | |
breakout groups, 280 contextual analysis process, 282 "deep dive" approach, 281-282 description, 280 | |
Kiva, 281, 281f | |
physical mock-ups, 281, 281b rules of engagement, 282 sub-teams, 280-281 | |
vs. critiquing | |
designers, cross-disciplinary team, 275 implementation constraints, 274-275 | |
low-fidelity prototypes, 275 | |
user interface, 276 | |
description, 274 | |
emotional factors, 278 | |
exercises, 9-10 | |
exploration, 274 | |
input bin, 278 | |
Magitti activity-aware leisure guide, 278b team assembling, 277-278 | |
Ticket Kiosk System community outreach, 284 | |
emotional impact, 283 features and coverage, 283 ontological artifacts, 282 themes and motifs, 283 ubiquitous locations, 284 | |
work space, set up | |
individual and group designer, 277, 277f Kiva, 276-277, 276f | |
Informal summative (quantitative) data analysis UX targets | |
convergence toward quality user experience, 560 descriptive statistics, 557 | |
inferential statistical analyses, 556 iteration, 556 | |
Observed Results column, 557 | |
partial informal quantitative testing results, 557t Information displays | |
organization, presentation complexity control, 787 | |
train passengers example, 787 visual bandwidth | |
limited horizontal, 788-789, 788f limited vertical, 788-789, 789f reading devices, 788 | |
Inspection, UX description, 470-471 | |
design, 470 | |
inspectors, 471-472 practical approach | |
co-discovery/team approach, 480 | |
design guidelines/heuristics, 480 | |
emotional impact, 482 | |
evolution, 479-480 | |
feedback and credibility, 479 inspector, role, 481 | |
note-taking and analysis, 483-484 problems, 481, 482 | |
reporting, 484 | |
time and effort, 481 | |
usage-based approach, 480 | |
user-surrogate role, 483 | |
user tasks, 481 | |
tool, 471 Interaction | |
complex and domain-complex systems, 66-69 | |
phenomenological aspects, 70b simple and domain-complex systems, | |
69-70 | |
Interaction cycle | |
assessment, 684-685, 773-789 | |
concepts, HCI, 664 | |
cooperative user-system task performance, 670-673 | |
defined, core functionality, 683 effectiveness, 683-684 existence | |
functionality/feature, 684 | |
unwanted automation, 684 gulfs, user and system | |
description, 665 | |
evaluation, 667 | |
execution, 666-667 | |
hierarchical structure, 676 human user vs. machine, 663 | |
knowledge base, design concept, 663 | |
non-user-interface system functionality, 683 Norman's stages-of-action model, 664-665, | |
668-670 | |
outcomes, 768-773 | |
parts, 702 | |
physical actions, 680-683, 761-768 | |
planning, 676-677, 703-708 principles and guidelines, 663 quality, functionality, 684 | |
translation, 678-679, 708-761 | |
UAF, affordances, 685-686 | |
usability problem, 664 | |
user action, 683 | |
UX design, concepts and issues, 664, 675 | |
Interaction Design Association (IxDA), 834 Interactive prototypes | |
amount, 398 | |
click-through, 398 fully programmed | |
project team, requirement, 398 proposals, 398-399 | |
real programming language, 399 physical mock-ups | |
description, 400 | |
fidelity, 400 | |
handheld, 400 | |
hardware, 400 | |
paper-in-device, 401 | |
physicality, 400 | |
power, 401 | |
use, 401 | |
wood block, 400-401 | |
scripted, 398 video animations | |
animated sketches, 402 | |
description, 402 Wizard of Oz | |
description, 399 | |
human evaluator, 399 | |
use, 399, 400 | |
users, unawareness, 399 Intermediate design | |
application ontology, information objects graphics-drawing example, 337 | |
Ticket KioskSystem example, 338 communication, 338-339 | |
goal, 337 | |
screen layout and navigational structure, 339 strategies, realization, 337 | |
IxDA. See Interaction Design Association | |
K | |
K-YAN project | |
emotional impact, form, 288, 293f flip-open mechanism, 288, 292f ideation sketches, 288, 290f | |
mid-fidelity exploration sketches, 288, 291f | |
L | |
Legacy system, 175b Lifecycle process | |
concept | |
calibration, 48-49 | |
interaction design process, 50 repeatable formula, 49 | |
rigid structure, 50 described, 47b influences on, 50-53 iterative process, 47b | |
misbegotten approach, 47-48 | |
UX process template (see Lifecycle template, UX process) | |
Web user experience design, 51b Lifecycle template, UX process | |
activities (see Process activities) choosing process instance | |
instantiation, 60 | |
mapping project parameters to process parameter, 63-64 | |
process parameters, 63 | |
project parameters, 61-62 commercial product perspective, 72 complex interaction | |
complex work domain, 66-69 simple work domain, 70-71 | |
evaluation activity, 54 | |
fundamental activities involved, 78-79 gradations, 72-73 | |
implementation, 53-54 | |
interface engineering, 75-76 | |
iteration for interaction design refinement, 81-83 | |
lifecycle diagram, ISO 13407 standard, 77f parallel streams, software and interaction process | |
activities, 79-81 | |
phases, 76 prototype | |
horizontal, 56b local, 56b | |
T, 56b | |
vertical, 56b scope, 75 | |
simple interaction | |
complex work domain, 69-70 simple work domain, 70-71 | |
sub-activities, 55 | |
system complexity space | |
low interaction complexity, 65 MUTTS example, 65b | |
PhotoShop, Lightroom, and Aperture, 65b work domain complexity, 65, 66 | |
think-aloud technique, 55 universal abstract activity cycle, 53f usability engineering, 76 | |
Usability Engineering for Bioinformatics, 67b usability testing, 77-78 | |
user interface team, 73-75 Local prototypes | |
description, 395 | |
design discussions, 395 | |
Local prototypes (Continued ) dialogue box, 395 | |
use, 395 | |
Local UX evaluation method, 491 | |
M | |
Mac Mail(tm) program, 707, 707f Macromedia Dreamweaver(tm), 741 | |
Master Document feature, Microsoft Word(tm), 704 Measuring instruments | |
benchmark tasks (see Benchmark tasks) description, 365 | |
initial user performance, 366 time-on-task, 365 | |
user satisfaction questionnaires description, 376-377 | |
first-impression UX measure, 377, 377t goals, measures, and measuring instruments, | |
377, 378t | |
performance, 377-378 | |
Measuring the usability of multi-media systems (MUMMS), 450 | |
Mental models description, 299 | |
designer's (see Designer's mental models) exercises, 10-11 | |
mapping, 301f, 304 | |
role, conceptual design, 304 user's | |
cars, 304 | |
comedy curve balls, 304 description, 303 | |
knowledge, 303, 304 | |
mapping, 301f, 303 | |
Norman's binary switch explanation, 304 | |
thermostat, 303-304 Metaphors, conceptual design | |
description, 300, 306 | |
ecological perspective, 306 | |
emotional perspective, 307 interaction perspective | |
components, 307 | |
description, 306 | |
'desktop', 307 | |
Macintosh platform, 307 | |
time machine feature, 306-307 typewriter, 306 | |
use, 306 | |
Metrics and targets abridged approach, 389 baseline level | |
description, 381 | |
Ticket Kiosk System example, 383b, 384t | |
description, 361-362 | |
engineering process, 388-389 | |
exercises, 12, 13 | |
measures (see UX measures) | |
measuring instruments (see Measuring instruments) metrics (see UX metrics) | |
observed results, 386 practical tips and cautions | |
class definitions, 386 measures and levels, 387-388 target level values, 387 | |
trade-offs, 387 | |
usefulness and emotional impact, 388 project context | |
completeness level, 359-360 | |
creation, 360 | |
evaluation, 359 | |
interaction design process, 360 quantifiable end, 360-361 | |
roots, 361 setting levels | |
description, 382 | |
formative evaluation sessions, 383-386 | |
problem-solving skills, 383 | |
values, 382 | |
tables, 362, 362t target level | |
description, 381 | |
experience test, 382 | |
performance, 382 | |
quantification, goal, 381 | |
Ticket Kiosk System example, 383b, 385t Ticket Kiosk System example, 362b | |
Wheel lifecycle template, 359, 360f work roles and user classes | |
measuring instrument, 363-364 Ticket Kiosk System example, | |
363b, 363t | |
Middleburg University Ticket Transaction Service (MUTTS) | |
bins as inputs, 185b business process, 95 | |
customers, 117-119 | |
description, 94 essential use case, 231b flow model, 211b | |
consolidation, 244b sketching, 135b | |
hierarchical task inventory (HTI), 217b information objects and attributes, 233b physical model, 241b | |
social model, 205b | |
step-by-step task interaction model, 192b | |
task interaction branching and looping, 228b usage scenario, 221b | |
user class, 195b | |
user data gathering, 116b | |
work activity note synthesis, 141b work role, 134b | |
work roles and sub-roles, 188b Model-driven inquiry, 107b Modes | |
bad mode, 750 | |
email system, 749 | |
good mode, 750 | |
meaning change, user action, 749 | |
MUMMS. See Measuring the usability of multi-media systems | |
MUTTS. See Middleburg University Ticket Transaction Service | |
N | |
National Institute of Standards and Technology (NIST), 597 | |
NDAs. See Non-disclosure agreements | |
NIST. See National Institute of Standards and Technology | |
Non-disclosure agreements (NDAs), 523 Norman's stages-of-action model | |
adoption, 664, 665f | |
business report creation example print dialogue box, 670 | |
print report, 670 | |
steps, financial status, 669 | |
sub-steps, task decomposition, 669-670 defined, cognitive walkthrough, 665 goals, 664-665 | |
outcomes and system response, 668 partitioning, 668 | |
significance and importance, translation, 668-670 transition, 669f | |
O | |
Onion-layers effect, 590 Organizational structure | |
development organization, 857 human factors engineer, 856 implementation, 858 | |
practitioners, 856 | |
strategic approaches, 857 | |
team interaction, 857 | |
P | |
Paper prototypes | |
coding blocker, role, 407-408 computer-printed | |
description, 408 | |
graphical images, 408 hand-eye feedback loop, 409 | |
OmniGraffle/Microsoft Visio, 408 | |
software tool, 408, 409 | |
stopgap measure, 409 | |
time spend, 409 | |
Paper prototypes (Continued ) construction, approaches | |
adhesive-backed colored circles, 417, 417f corners cutting, 415 | |
creative techniques, use, 413 data entry, 416, 416f | |
decoy user interface objects, 416 drawing, 411 | |
executor, task threads, 417 | |
foam-core board easels, 411, 411f, 412f formative evaluation exercise, 415 foundation screen, underlying, | |
411-412, 412f | |
highlighting object, 413, 415f machine/scanner, use, 415 | |
materials, set, 410-411 | |
"not yet implemented" message, 415-416, 416f | |
paper cutouts, 412, 412f, 414, 415f | |
pilot test, 417 | |
plastic interaction sheets, 413 preferences dialogue box, 412, 413f pull-down menu, 412, 414f screen/display, buildup, 414 scrolling, cutting slits, 412-413, 414f sketching and storyboarding, 415 time management, 410 | |
work faster, 411 | |
description, 407 | |
design reviews and demos, 408 hand-drawn, 408 | |
low fidelity, 407 program, low-fidelity | |
dead time, 410 | |
execution, 409 | |
run-time, 409 | |
Web page production tool, 410 writing code, 408 | |
Participants selection | |
demographic survey, 512 | |
expert, 512-513 | |
lab-based and non-lab-based methods, 511 | |
need and budget establishment, 511-512 | |
number, determination, 513 | |
representative users, 512 | |
sampling, 511 | |
user class attributes, 512 | |
"three to five users" rule (see "Three to five users" rule) | |
Participatory design | |
HCI history and literature, 352 interaction situations, 353 Joint Application Design, 355 PICTIVE2 | |
objective, 354 | |
paper prototyping, 354 | |
UTOPIA, 353-354 | |
project UTOPIA, 355 | |
reciprocal learning, 353 | |
rules, engagement, 355 | |
Scandinavian approach, 356 | |
user participation, 355 | |
Personal information ecosystem (PIE) computational power, 308-309 | |
definition, 309-310 | |
designing and assessing usability, 310 email management, 310 | |
email programs, 309 | |
equilibrium, 309 | |
information flow, 311 | |
information practices, 310 | |
multiple devices, 309 | |
system architecture, 310 | |
wicked problem, 309-310 | |
workflow, 310 | |
Phenomenological aspects, data collection techniques diaries | |
description, 462 | |
digital voice recorder, 463 | |
mobile phone, 462 | |
verbal reports, 463 | |
voice-mail method, 462-463 | |
direct observation and interviews, 464 goals, 461-462 | |
long-term studies audio, 461 | |
constant attention, 461 | |
description, 460 | |
inquiry and ethnography, 461 iPod, 461 | |
participants report, 461 | |
studying and evaluating, 460-461 systems and product, 460 timeline, 460 | |
periodical, 463-464 | |
reporting, 463 | |
Photo album problem, cost-importance analysis, 579 Physical actions, interaction cycle | |
affordance, 680 | |
components, 680 | |
defined, snap-dragging, 681 | |
description, 680 | |
Fitts' law, 680 | |
haptics and physicality, 682 help user | |
awkwardness and physical disabilities, 763-764 | |
haptics and physicality, 767-768 | |
manual dexterity and Fitts' law, 764-765 overshoot errors, avoidance, 765-766 | |
menu choices, 681-682 | |
sensing objects, 761-762 | |
software modification, 681 in UAF | |
existence, physical affordances, 682 manipulation, UI objects, 682-683 | |
Physical model creation, 239 | |
description, 238 | |
envision, 242 | |
MUTTS example, 241b, 241f slideshow presentations, 239b, 240f | |
PIE. See Personal information ecosystem Pilot test, 417 | |
Planning, interaction cycle clear system task model | |
library information system, 705 | |
Master Document feature, Microsoft WordT, 704 support users, 703 | |
tab reorganization, 704, 704f concepts, 676 | |
efficient task paths, 705-706 hierarchy, plan entities, 676 progress indicators | |
task sequencing, 706 | |
Turbo-Tax(tm), 706 | |
transaction completion slips, avoidance attachment, forgotten, 707 | |
defined, 706 | |
Gmail reminder, file attachment, 707f Mac reminder, attach file, 707f microwave, 707 | |
Ticket Kiosk System example, 706-707 in UAF | |
goal decomposition, 677 task/step, work flow, 677 use and exploration, 677 user knowledge, 677 | |
user model and high-level system, 677 user work context, environment, 677 | |
Post-study system usability questionnaire (PSSUQ), 450 | |
Preparation, rigorous empirical evaluation | |
lab-based and field-based evaluation, 503-504 method and data collection techniques | |
adaptation, 511 | |
critical incident, think-aloud and co-discovery, 510 emotional impact, 510 | |
goal driven, 510 | |
questionnaires, 510, 511 number of participants, 529-536 | |
Preparation, rigorous empirical evaluation (Continued ) participants | |
number, determination, 529-536 | |
preparation, 516-528 | |
recruitment, 513-516 | |
selection, 511-513 | |
pilot testing, 528-529 planning | |
cost-effective decisions and trade-offs, 504 description, 505 | |
goals, 505-506 tasks | |
benchmark, 508 exploratory free use, 509 unmeasured, 508 | |
user-defined, 509 team roles | |
evaluation activities, 506 | |
facilitator, 506 | |
practitioners and observers, 506 prototype executor, 506-507 qualitative data collectors, 507 quantitative data collectors, 507 supporting actors, 507 | |
Wheel lifecycle template, 503, 504f Priority rankings, 582-584, 588 | |
Priority ratio, 581-582 Process activities, UX | |
analysis, 55 | |
design, 56 | |
evaluation, 56 flow | |
iteration, 58-59 | |
managing with transition criteria, 57-58 not always orderly, 56-57 | |
lifecycle streams, 60 prototype | |
horizontal, 56b local, 56b | |
T, 56b | |
vertical, 56b | |
Prototyping advantages, 418 | |
aspects, design, 403 breadth and depth, effects, | |
407, 407f | |
depth and breadth choices, approach, 393 | |
horizontal vs. vertical, 393-394 local, 395 | |
"T" prototypes, 394-395 | |
description, 402 dilemma and solution | |
product version, time, 391-392 Scandinavian origins, 393 | |
significance, 392 | |
traditional development approaches, 392 universality, 392-393 | |
ecological perspective conceptual design, 404 description, 404b | |
hallway methodology, 405 | |
IBM's Olympic Message System, 404 system structure, level, 404 | |
validity, 405b | |
emotional perspective, 405, 405b exercises, 14 | |
fidelity (see Fidelity prototypes) fidelity level and interactivity amount | |
breadth and depth, effects, 407 description, 402 | |
design perspective, 403-405 | |
risk and cost management, 406-407 stage of progress, 402-403 | |
horizontal, 56b interaction perspective | |
computer-printed paper/mock-up, 405 | |
conceptual design, 405 description, 405b design iteration, 405 | |
wireframes, use, 405 | |
interactivity (see Interactive prototypes) | |
local, 56b | |
paper (see Paper prototypes) potential pitfalls | |
buy-in, 418 | |
cooperation, 418 | |
limitations, 419 | |
overwork, 419 | |
project management, 419 | |
selling, 418 | |
risk and cost management behavior and sequencing, 406 low- vs. high-fidelity, 406, 407t | |
user interaction design, parts, 406 software tools | |
autocompletion, 423-424 | |
functional behaviors, 424 HCI research community, | |
422-423 | |
programming, 423 | |
UIMSs, 423 | |
stage of progress | |
audience and explaining, 402-403 | |
increase, progression, 403 | |
iteration kinds, 403 T, 56b | |
transition, product formative evaluation, 420 | |
interaction design, reuse, 421 investment, 420 | |
keeping, 421 | |
prototype code, 420 | |
recoding, 420 | |
tail, lifecycle, 420 | |
UX and SE collaboration, 421-422 | |
UX team, 422 vertical, 56b | |
Wheel lifecycle template, 391, 392f PSSUQ. See Post-study system usability | |
questionnaire | |
Q | |
Qualitative UX data, generation and collection critical incident | |
data collection mechanisms, 546-547 | |
information collection, 545-546 | |
lab-based testing, 545 | |
think-aloud data collection, 548 | |
Quantitative UX data, generation and collection benchmark tasks, 543 | |
objective | |
online help, 544 | |
"oops" errors, 544-545 | |
timing measurements, 543 user errors, counting, 544 | |
subjective, 545 | |
Quasi-empirical UX evaluation method data analysis and reporting, 489 experienced practitioners, 487-488 formal protocols and procedures, 487 preparation, 488 | |
session and data collection, 488-489 task driven, 488 | |
Questionnaire for user interface satisfaction (QUIS) calculation, 446 | |
categories, 445 | |
description, 445 | |
time, 446 | |
Questionnaires, UX evaluation ASQ, 450 | |
CSUQ, 450 | |
description, 444 | |
hedonic quality evaluation, 450 modification | |
data collection technique, 450-451 | |
formative evaluation, 452 | |
scale values, 451 | |
semantic differential scales, 451, 451b SUS, 451 | |
term substitution, 451-452 | |
Questionnaires, UX evaluation (Continued ) "user-friendliness", 451 | |
warning, 452 | |
Websites, 452 | |
MUMMS, 450 | |
PSSUQ, 450 | |
QUIS (see Questionnaire for user interface satisfaction (QUIS)) | |
semantic differential scales assessment, agreement, 445 | |
description, 445 | |
discrete points, 445 | |
SUMI, 450 | |
SUS (see System usability scale (SUS)) traditional usability, 444-445 | |
USE | |
applications, questions sets, 449, 449t bottom line, 449 | |
description, 448-449 | |
WAMMI, 450 | |
QUIS. See Questionnaire for user interface satisfaction | |
R | |
Rapid iterative testing and evaluation (RITE) method | |
collaborative process, 485 | |
data collection, 487 | |
description, 484 | |
problem fixing, 485 procedure | |
evaluation session, 485-486 | |
follow-up evaluation, 486 | |
practitioner selection and team preparation, 485 | |
problem fixing, 486 Rapid UX evaluation methods | |
alpha and beta testing, 490-491 automatic, 492 | |
characteristics, 467-468 | |
design walkthroughs and reviews description, 469 | |
group, 469 | |
guidelines and style guides, 470 materials, 469-470 | |
practitioner, 470 | |
discount UX engineering methods (see Discount UX engineering methods) | |
exercises, 14-15 | |
fast-track projects, 467 | |
HE (see Heuristic evaluation (HE)) informal, 468 | |
inspection, 469, 469b | |
interactive prototype, 468-469 | |
local, 491 | |
quasi-empirical, 487-489 | |
questionnaires, 490 | |
remote, 491 | |
RITE (see Rapid iterative testing and evaluation (RITE) method) | |
think-aloud technique, 468-469, 468b UX inspection | |
description, 470-471 | |
design, 470 | |
inspectors, 471-472 | |
practical approach, 479-484 | |
tool, 471 | |
Wheel lifecycle template, 467, 468f Remote UX evaluation method, 491 Requirements. See also Extracting interaction | |
design requirements domain-complex systems, 164 generic structure, 168f | |
legacy system, 175 | |
software engineering traditions, 163-164 usability, 163 | |
WAAD, 178 | |
work role, 177 | |
Return on investment (ROI) analysis, 845 | |
incremental approach, 847 | |
NYNEX project, 845 | |
usability, 845 | |
Rigorous empirical evaluation | |
cost and information extraction, 530 ecological validity | |
A330 Airbus, 525-526 | |
description, 524, 524b | |
SSA- Model District Office, 526-527 third age suit, 525 | |
usage/design scenarios, 525 | |
exercises, 15-16 informed consent | |
data collection, 519 | |
form, 519-521, 522f | |
permission application, 520 lab and equipment | |
Bloomberg LP, 516, 517-518 | |
data collection, 516 | |
DRUM, 516-519 | |
novice UX practitioners, 530 paperwork | |
data collection forms, 523-524 instructions, 521-523 | |
NDAs, 523 | |
questionnaires and surveys, 523 planning room usage, 524 recruitment | |
co-discovery evaluation, 515 | |
database, 514 | |
incentives and remuneration, 514 management, 515-516 | |
methods and screening, 513-514 subsequent iterations, 516 | |
user participants, 515 rules of thumb, 530-531 sampling, 529 | |
session parameters | |
full lifecycle iterations, 519 task and session lengths, 519 | |
session work package benchmark tasks, 528 | |
contents, 527-528 | |
training materials, 524 | |
Ripple model, SE | |
constraint subsystem, 826-827 | |
environment, 824-825, 825f project definition subsystem, 826 repository subsystem, 827 | |
software implementation, 825 | |
UX role, 826 | |
ROI. See Return on investment | |
S | |
SAM. See Self-Assessment Manikin SE. See Software engineering Second span bridge | |
barrier, 183 | |
models, 182 | |
Self-Assessment Manikin (SAM), 457-458 Sessions running, rigorous empirical evaluation | |
emotional impact data nonverbal techniques, 550 | |
questionnaires, 550 | |
think-aloud technique, 548-549 | |
exercises, 16-17 | |
HUMAINE project, 553-554 participants, preliminaries | |
benchmark tasks, 539 | |
data collection, 539 design and process, 538 paperwork, 538-539 | |
reception room, 537 setup and lab, 538 | |
phenomenological evaluation data diary-based technique, 550 | |
direct observation and interviews, 551 questionnaires, 551 | |
self-reporting, 550 | |
usage changes, 551-552 | |
voice-mail and per-call payment, 550-551 post-session probing, 552-553 | |
protocol issues and participants assistance, 541 | |
comfortableness, 541 | |
Sessions running, rigorous empirical evaluation (Continued ) | |
interaction, 540-541 | |
low-fidelity prototypes, 541-542 | |
partnership cultivation, 540 UX problems, attitude, 539 | |
qualitative UX data | |
critical incident information and data collection, 545-547 | |
lab-based testing, 545 | |
think-aloud data collection, 548 quantitative UX data | |
benchmark tasks, 543 | |
objective, 543-545 | |
subjective, 545 reset, next participant | |
paper prototype, 553 | |
Web-based evaluation, 553 Wheel lifecycle template, 537, 538f | |
Shared cultural conventions, 650-651 | |
Simple interaction | |
complex work domain, 69-70 simple work domain, 70-71 | |
Situated awareness, 332 Sketching, design process | |
conversation, 285 | |
description, 284 | |
embodied cognition, 286 | |
exercises, 9-10 | |
ideation and design, 285 | |
K-YAN project (see K-YAN project) language | |
characteristics, 287-288 | |
designers, 288-290, 289f | |
Ticket Kiosk System, 287, 288f, 289f vocabulary, 287 | |
mobile phone example, 285 physical mock-ups | |
description, 290 | |
rough and finished, 290, 293f, 294f | |
vs. prototypes, 285-286 | |
supplies, 286-287 | |
Small UpFront Analysis (SUFA) aim, user stories, 636-637 goals, 636 | |
user interviews and observation, 636 UX | |
lifecycle process, 634-635 role, planning, 635, 635f | |
SnakeLight, 93 Social models | |
commercial product perspective, 208 concerns and perspectives, 199-200 entities (see Entities) | |
envisioned, 208-209 | |
influences, 200-208 | |
MUTTS example, 205b, 205f slideshow presentation example | |
arcs representing influences, 203b concerns, 200b | |
entities, 198b | |
Ticket Kiosk System example, 208b Social Security Administration (SSA) | |
policy, 349-350 | |
telephone interviews, 349 Software engineering (SE) | |
agile development, 819 connections, lifecycles, 821, 822f developing interactive systems, 830 differences, lifecycles | |
design usage, 806 | |
UX iteration, 805 | |
UX practitioners, 805 | |
UX roles, 805 | |
functional core, 804 | |
HCI, 811 | |
interaction design, 829 | |
lifecycle, 819 | |
mechanism, communication, 823 organization, locus of influence | |
business role, 806 | |
description, 806 | |
design role, 806-807 | |
factors, 807 | |
The Inmates Are Running the Asylum, 808 roles, 808 | |
software/development role, 806 | |
parallel connections, lifecycles, 822-823, 823f ripple model (see Ripple model, SE) | |
risk management | |
parallel connections, lifecycles, 823f, 824 UX and SE lifecycles, 820f, 824 | |
role, interaction design, 827 | |
serial connection, iterative version, 821, 822f similarities, lifecycles, 805 | |
team members, 828-829 | |
UI (see User Interface (UI)) | |
UI changes, 821 | |
user-interface, 803-804 UX | |
communication, 812 | |
coordination, 813 | |
dependency and constraint enforcement, 814-817 dependency type, 818 | |
evaluation, 817-818 | |
people, 821 | |
roles, 811 | |
and SE goals, 804-805 synchronization, 813-814 | |
and UX lifecycles, series, 820, 820f | |
Software usability measurement inventory (SUMI), 450 SSA. See Social Security Administration | |
Step-by-step task interaction models barriers, 225, 243t | |
branching and looping structures, 229f creation, 225 | |
description, 224 information and needs, 225 MUTTS example, 230f | |
task and step goals, 224 task interaction model, 224 task triggers, 224 | |
Storyboards components, 317-318 | |
description, 316 | |
ecological perspective, 318 | |
emotional perspective, 318-321 frame transitions | |
cognitive affordance, 321b description, 321 | |
dynamics, interaction, 321 state changes, 322, 324f value, 321-322 | |
ideation and sketches, 317 interaction perspective, 318 Ticket Kiosk System example | |
differences, ecological perspective, 319, 319f purchase, sample sketches, 321, 322f sequence of sketches, ecological perspective, | |
318, 318f | |
three-screen kiosk design, interaction perspective, 320-321 | |
Subjective questionnaire data analysis, 561 SUFA. See Small UpFront Analysis | |
SUMI. See Software usability measurement inventory SUS. See System usability scale | |
System complexity space | |
low interaction complexity, 65 MUTTS, 65b | |
PhotoShop, Lightroom and Aperture, 65b work domain complexity, 65, 66 | |
System usability scale (SUS) analogy, use, 448 | |
analysis, 448 | |
calculation, 448 | |
description, 447 | |
dimensionality, 447-448 | |
evaluation grade, 448 | |
numerical score, 448 | |
possibilities, 447 | |
questionnaires (see Questionnaires, UX evaluation) significances, 447 | |
statements, 447 | |
T | |
Task interaction model, 71b Task models | |
task interaction models design scenarios, 222-223 | |
envisioned, 232 | |
essential use case, 228-232 scenarios use, 219-222 | |
step-by-step (see Step-by-step task interaction models) | |
task structure models envisioned, 219 | |
HTI (see Hierarchical task inventory) inventory, 216-217 | |
Task structure, interaction cycle | |
designing, flexibility and efficiency, 751-752 | |
direct manipulation and natural interaction control adding appointment example, 760 | |
commands, 759 | |
GUIs, 759 | |
physicality, 760, 760b grouping | |
hardware store organization, 753 Ticket Kiosk System example, 753 | |
human working memory loads, 751 task thread continuity | |
description, 753-754 | |
online shopping, 755 | |
Outline view, 755 | |
query screen, 754 | |
"Save As" task, Microsoft Office, 755, 756f | |
select, item, 757 | |
undoing user work, 757-758 users, control | |
EndNote(tm), 759 | |
interaction dialogue and bossy attitude, 758 TCO. See Total cost of ownership | |
The Design of Everyday Things, 650 The Gods Must Be Crazy, 651 Think-aloud technique | |
co-discovery | |
interactive conversation, 443 | |
natural conversation, 443 | |
origin, 443 | |
participant personalities, 443-444 | |
planning, 444 | |
quantitative task performance metrics, 444 significances, 443 | |
time verbalizing statements, 443 description, 440 | |
management, 442 | |
natural, participants, 441-442 | |
retrospective, 442 | |
types, participants, 441 use | |
analyst and participant, 440 evaluation session, 440 | |
rigorous and rapid empirical methods, 441 "Three to five users" rule | |
approach and practical outcome, 535-536 assumptions, 534-535 | |
cumulative percentage, problems, 533 detection rates, 532-533 | |
interaction design, 532 | |
marginal added detection and cost-benefit, 533-534 | |
probability function, 531 UX problem detection, 532 | |
Throw-away data, 697 Ticket Kiosk System | |
constructing design-informing models conceptual design (see Conceptual design) design scenario, 222b | |
envisioned flow model, 215b, 215f envisioned hierarchical task inventory, | |
219b | |
envisioned social model, 208b envisioned work roles, 190b ontological elements, 233b storyboards (see Storyboards) system concept statement, 97b | |
cost-importance analysis, 579, 585t grouping related problems, 572b priority ratios, 582b | |
problem resolutions, 587t UX benchmark tasks | |
baseline level values, 383b benchmark tasks, 374b ecological validity, 376b questionnaire, 377b target level values, 383b UX goals, 362b | |
UX measures, 365b UX metrics, 380b | |
work role and user class, 363b Total cost of ownership (TCO), 841 "T" prototypes | |
description, 394-395 | |
role, 395 | |
Translation, interaction cycle concepts, 678 | |
description, 678 in UAF | |
content, meaning, 679 | |
existence, cognitive affordance, 679 presentation, 679 | |
task structure, interaction control, preferences and efficiency, 679 | |
use, UI objects, 679 | |
U | |
UAF. See User action framework Ubiquitous computing, 331 Ubiquitous interaction | |
ambient intelligence, 5-6 computing | |
commercial application, 2-3 | |
healthcare rehabilitation, 3 multimodal receptors and sensors, 3 Smart-ITs, 2 | |
wearable computers, 2 | |
desktops, graphical user interfaces and Web, 1 | |
highway signage, 7 | |
human-computer interaction (HCI), 6 implementation technology, 5 | |
quality user experience, 3-5 | |
radio-frequency identification technology, 6 UI. See User interface | |
UIMSs. See User Interface Management Systems UIST. See User Interface Software and Technology | |
Symposium | |
UPA. See Usability Professionals Association Usability | |
computer science growth, graphics, 46 | |
hardware and software developments, 45 interaction technique, 45 | |
linguistic structure, 45 | |
programming language translation, 44 standardization, 46 | |
User Interface Management Systems (UIMS), 45 | |
computer usage, 7 | |
disastrous system development, 9 disciplines | |
civil engineering, 37 | |
ergonomics, hardware devices, 37 effects, 20 | |
extensive training, 9 | |
formal methods, 44 | |
human factors and systems engineering cockpit control layouts, 39 | |
products maintenance, 38 | |
scientific management, 38 | |
testing systems, 40 | |
human work activity and ethnography, 44 intellectual gratification, 8 | |
interaction design, 7 | |
psychology and cognitive science developmental approach, 41-42 | |
empiricism, 40-41 | |
information processors, 41 | |
interaction design, 41 | |
Usability (Continued ) software engineering | |
architectural implications, 46 | |
development lifecycles, 46 | |
functional modules, 46 | |
task analysis, 42 | |
theory, 42-44 user experience | |
expanding concept, quality, 10-11 misconceptions, 10 | |
traditional concept, 9-10 | |
user satisfaction, 11 | |
Usability Engineering for Bioinformatics, 67b Usability principles, VEs, 691b | |
Usability Professionals Association (UPA), 833 Usage models | |
flow model architecture, 209 | |
creation, 210-213 | |
envisioned, 214-215 MUTTS example, 213f | |
product perspective, 213-214 | |
slideshow presentations, contextual inquiry, 211b, 212f | |
work roles, 190b, 190f information object model, 232-235 task models (see Task models) | |
Usefulness, satisfaction, and ease of use (USE) questionnaire, 448-449 | |
User Action Framework (UAF). See also Interaction cycle advantages | |
organized and structured usability data, 687 richness, usability problem analysis schemes, 687 usability data reuse, 688 | |
vocabulary and communicate design issue, 686 affordance | |
interaction cycle, user actions, 686, 686f | |
sensory and cognitive, 686 | |
users connection, design, 685, 685f structured knowledge base | |
completeness, 675 | |
design concept, 674-675 | |
device independent, 674 interaction cycle, 674, 674f | |
User experience (UX) broad definition | |
initial awareness, product, 23 shared design vision, 23 | |
business strategy | |
goals, increased productivity, 36 instructional bulletin example, 35-36 policy, law, 35-36 | |
coders, 625-626 components | |
aesthetics, food presentation, 19 minimum errors and frustration, 15-16 nutritional value, 19 | |
controlling scope, 632-633 | |
customer and user representatives, 631 description, 620-625 | |
design beyond technology, 15 domain-complex systems, 619 | |
environment, 619 functionality | |
hedonic quality, 12 | |
stellar interaction design, 12 usability testing, 12 | |
fuss over usability field support, 33 | |
software design, 33 | |
sub-standard product, 34 high quality designing, 26b High-Tech/"Cool" | |
intrinsic benefactors, 13 | |
loss, enthusiasm, 14 | |
low-end model, 14-15 | |
Microsoft software packaging design, 13, 13f Vista's gratuitous redesign, 13-14 | |
hotcakes, 34-35 | |
ideation, design, 626 | |
interaction and usage context, 21, 21f | |
lifecycle aspects, 620-622, 622f marketing department, 34 paradigm shift | |
customer, 632 | |
traditional UX process, 631 problems, anticipate, 633 | |
productivity-enhancing tools, 11 | |
prototype, 810 | |
qualitative data, 20 | |
role, branding and corporate culture emotional responses, 22 | |
interaction design, 23 | |
spectacular design, 22 SE | |
approaches, 620 | |
characteristics, 620-622 | |
description, 620-625 | |
lifecycle aspects, 620-622 | |
planning, 622-624 | |
prototypes, 810 | |
requirement, 811 | |
roles, 809, 810 | |
sprints, 624-625 | |
synthesized approach, integrating UX communication, 642 | |
counterpart activities, 637, 637f customers and users, 641 design partners, 638 | |
feedback, value, 640-641 | |
goal, 641 | |
impact, 642 | |
planning, iterations, 641-642 | |
practitioners, 638 | |
prototype integration, 640 prototyping and UX evaluation, 640 role, 637 | |
and SE activities, 638 style guides, 642 | |
SUFA, 634-637 | |
user-centered design techniques, 634 UX and SE work flow, 638, 639f | |
usage context, 19 | |
UX component, 630-631 | |
UX lifecycle, 626 | |
User experience (UX) work administrative preparation | |
commitment, 834-835 | |
UX lab, 835 | |
UX leadership establishment, 835 video clips, managers, 835-836 | |
agile methods, 860 | |
analytics rise, 861 cost-justifying | |
articles and books, 840 | |
benefit and business case analysis, 841-848 | |
cutting costs, 841 | |
human factors, 854-855 | |
legacy systems, 858-859 | |
organizational structure, 855-858 | |
transition, 859-861 | |
description, 831 | |
design project, 837 | |
evaluation session, 838 formative evaluation | |
description, 837b prototype, 837 | |
practitioner, 838-839 | |
professionalism, 839-840 professional preparation | |
apprentice, 831 | |
consulting help, 832 | |
IxDA, 834 | |
portfolio, 834 | |
training, project team members, 831-832 UIST, 833-834 | |
UPA, 833 | |
UX activities, 833 | |
UX design, 832 | |
proliferation, platforms, 860 technical preparation | |
personalize and actualize, process, 836 | |
User experience (UX) work (Continued ) | |
practice, contextual inquiry and analysis, 836 UX activities, 836 | |
UX lab, 836-837 | |
techniques, 837 | |
users observations, 838 User interaction | |
software, 818 | |
software design and implementation, 818, 818f software requirements, 819 | |
UX lifecycle, 819 User interface (UI) | |
graphical, 1 | |
objects, 349 | |
team, 73-75 | |
User Interface Management Systems (UIMSs), 423 | |
User Interface Software and Technology Symposium (UIST), 833-834 | |
User models | |
social model (see Social models) user classes | |
experience-based characteristics, 194-195 knowledge and skills-based characteristics, 191 physiological characteristics, 192-194 | |
user personas, 209 work roles | |
envisioned, 189-190 | |
mediates, 187-189 | |
relationship, 190 | |
sub-roles, 187 User personas | |
candidate, identification, 268 characteristics | |
commercial products/systems, designing, 270 memorability, 270 | |
relevance and believability, 270 richness, 270 | |
work role, 271 | |
Cooper's in-flight entertainment system, 272-274 | |
creation mechanics, 269-270 | |
description, 264-274 | |
ecstatic customers, 266-267 edge cases and breadth, 267 entertainment events, 272b | |
functionality and flexibility, design, 266 goal-based consolidation, 268 | |
goals for design, 271 selection, primary, 269 | |
stories, 271 | |
usage, design, 271-272 | |
work role, 268 User's behavior | |
Amazon Kindle(tm) device, 325-328 bringing carts, 325 | |
domain, airport baggage, 325 idea, design, 325 | |
slanty design, 324-325 sloped reading desks, 325 | |
User's mental models. See Mental models UX. See User experience | |
UX evaluation | |
architect designer, 618 data collection techniques | |
critical incident identification, 436-440 emotional impact, 452-460 | |
phenomenological aspects, 460-464 | |
questionnaires, 444-452 | |
think-aloud, 440-444 data, types | |
description, 435-436 objective vs. subjective, 436 | |
quantitative vs. qualitative, 436 description, 611 | |
design concepts, 615 | |
emotional impact and phenomenological aspects, 616 | |
flexibility goals, 616 | |
quantitative and qualitative data, 617 formative and informal summative methods | |
analytic vs. empirical, 433-435 classification, dimensions, 432 | |
dimensions intersection, 435 rigorous vs. rapid, 433 | |
formative results, variations detection rates, problems, 465 evaluator effect, 464 | |
inspection methods, 465 | |
lab-based testing, 465 | |
limitations, 465 | |
metal detector, 465 | |
screen/Web page, 465 formative vs. summative | |
description, 429, 430 | |
design, 429 | |
education and curriculum, 429 engineering, informal summative, 432 engineering vs. science, 431-432 informal, 430 | |
and informal summative, engineering, 430-431 | |
qualitative data, 429b quantitative data, 429b | |
goals, 611 | |
in situ vs. user reflections, 615-616 lifecycle, 618 | |
measurability productivity/ease, 428 | |
questionnaires, 428 | |
teaching and learning, 427-428 methods | |
design representations stages, 613, 613t hybrid approaches, 614 | |
inspection, 613-614 | |
lab-based test, 612 | |
prototypes, 613, 614 | |
resources, 612 | |
process, 612, 617 | |
prototype, 427 | |
testing, 428-429 | |
Wheel lifecycle template, 427 UX measures | |
characteristics, 364 | |
description, 364 | |
long-term performance, 364 | |
performance, initial, 364 | |
quantitative metrics, 364 | |
targets, 364 | |
Ticket Kiosk System example, 365b, 365t user performance requirements, 365 | |
UX metrics characteristics, 379 | |
description, 378-379 | |
frustration/satisfaction, 379 | |
numeric average, 379 | |
performance trade-offs, 379-380 | |
project context, 359-361 | |
roots, 361 | |
Ticket Kiosk System example, 380b, 380t UX problem instances | |
analysis, 573 | |
content, 567-568 | |
as feedback to process improvement, 590-591 | |
group records, 571-573 | |
merging into UX problem records find and merge, 569-570 records creation, 570-571 | |
project context, 569 | |
V | |
Verbal instruments, 457 | |
Verbal protocol, 440-444 | |
W | |
WAAD. See Work Activity Affinity Diagram WAMMI. See Website analysis and measurement | |
inventory | |
WCAG. See Web Content Accessibility Guidelines Web accessability | |
government Web sites, 194 impairments, 193 | |
people, disabilities, 192-193 | |
policy changing, 193 | |
WCAG 1.0 guidelines influence, 193 | |
Web Content Accessibility Guidelines (WCAG), 193 | |
Website analysis and measurement inventory (WAMMI), 450 | |
Web User Experience Design conceptual model design, 52 detailed UX design, 53 | |
information architecture design, 52 page design standards design, 52 | |
Wheel lifecycle template, 503, 504f. See also Lifecycle template, UX process | |
Wireframes building | |
drawing/word processing software, 345 information architecture, 345 | |
windows/container elements, 346 | |
workflow, 345-346 | |
defined, 340 | |
drawing aspects, 340-341 | |
elaboration, conceptual design and layout, 342, 342f | |
high-level conceptual design, 341-342, 341f layers, 346-347 | |
path, 340 | |
prototypes, 346 sketchy | |
conventional drawing tools, 347 description, 347 | |
strong community, 347 uses | |
feedback, potential users and stakeholders, 344 hyperlinking capabilities, deck, 344 | |
interaction design specifications, 344 Wizard of Oz | |
description, 399 | |
human evaluator, 399 | |
prototypes (see Interactive prototypes) use, 399, 400 | |
users, unawareness, 399 | |
Work Activity Affinity Diagram (WAAD) builds, 144 | |
clusters, 148-149 colors of label, 152 | |
consolidation and communication, 155-157 data ownership, 151 | |
elimination, 179 | |
grouping groups, 153 | |
growing clusters, 147 hands of analysts, 151 | |
hierarchical and nonhierarchical relationships, 154-155 | |
hierarchical structure, 185 | |
hybrid, 247-248 | |
labeling groups, 152-153 | |
mind-sets, 146-147 | |
monitoring note groups, 151-152 MUTTS example, 171 | |
number of levels, 153 process, 170 | |
and requirements, 183 | |
set rules, 145-146 | |
source node ID, 168-169 speed, 150 | |
team members, 145 | |
use, 178 | |
user statements, 171 | |
work activity note groups, 150 work roles, 147-148 | |
Work activity data, domain-complex system analyst and designer ideas, 113 | |
complex and esoteric domains, 99-100 contextual data "bins", creation, | |
106-107 | |
customer and user people, 100-101 customer organization, visit, 99 data collection, 114 | |
description, 99b designers create, 112 | |
design ideas, 113 | |
emotional impact, 116 | |
goals, 108 | |
group interview, 103 | |
"key" people, 101-102 | |
note taking, 110 | |
numbering system, use, 110-111 observation and interview, task data, 109 partnerships, users, 108 | |
phenomenological aspects, 116 | |
process, 111-112 | |
product perspective, 103-106 | |
real users, 102 | |
right conditions, 102-103 | |
team, 100 | |
trust and rapport, 108 video recording, 109-110 | |
visits, 107 | |
work artifacts, collection, 114 work roles, 115-116 | |
Work activity notes creating and managing | |
anticipated data bins, 143-144 interview and observation, 136 prints, 144 | |
raw user work activity data, 136-137 synthesization, 137-143 | |
groups, 150 | |
mind-sets, work activity notes, 146-147 Work activity theory, 125b, 355 | |
Work environment models artifact | |
construction, 237-238 restaurant, 236b, 236f slideshow presentations, 238b work products, 235-237 | |
physical creation, 239 | |
description, 238 | |
envision, 242 MUTTS, 241b | |
slideshow presentations, 239b | |
Intentionally left as blank | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment