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@tomires
Last active January 4, 2018 21:50
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PUR

1

  • user's needs - comfort, efficiency, satisfaction, NOT stupidness, NOT shame, in control, fun
  • maslow's hierarchy (bottom-up)
    • physiological - food, water, shelter, sex (wtf?)
    • safety - security, stability
    • belonging - family, friends, lover
    • self-esteem - respect, mastery, recognition
    • self-actualization - creativity, pursuing inner talents
  • parallel to HCI design - basic needs (functions) of our product are typically met, but additional (pleasurable) stuff is missing
  • F-shape pattern, prominence of upper left area of the screen

2

  • user research - process of acquiring info on users' needs, habits, experience and skills
    • it helps judge if our assumptions about the usage of a product are correct
    • reduces dev and service costs, should be done early in development
  • qualitative vs. quantitative approach
  • qualitative - smaller sample size, lots of info, less structure
    • interviews, observations
    • (+) helps with initial exploration, detailed
    • (-) time consuming, vulnerable to researcher bias
  • quantitative - larger sample size, little info, structured
    • surveys, tests
    • (+) quick collection of data, exact numeric data
    • (-) marginalization of secondary aspects, result might be too abstract to interpret in any meaningful way
  • process
    • qualitative -> insights, questions -> hypothesis
    • -> quantitative -> interpretation -> qualitative
  • research sample - focus on size, diversity, validity
  • sampling strategies - random, non-random (quota, snowball, self-selection)
  • sampling bias - difference between responses by test group and general population
  • other biases - responder's expectations, instrument bias, etc.
  • ethics - no harm should be done to participant, it should benefit them, privacy constraints

3 - research methods

  • observation (introspection, extrospection)
  • ethnographic research - day-to-day monitoring of activities (i.e. company processes)
    • long-term, flexible
  • interview - structure / semistructured
    • (+) no self-selection, ability to ask follow-up questions
    • (-) researcher's bias, expensive, lack of anonymity
    • design principles
      • 30-90 minutes in length
      • researcher should be non-judgemental, mustn't attempt to interpret
      • don't state an answer is wrong
      • attempt to understand non-verbal communication
      • keep questions open-ended, avoid leading/binary questions
      • unfinished sentences technique
  • survey
    • (+) low cost, anonymity, large target
    • (-) low response rate, complicated follow-up, no chance to intervene
    • explain, protect privacy, reward, get contact (for sending results)
    • design principles
      • answers should be disjoint, complete
      • be as specific as possible
      • do not ask unnecessary questions
      • use scales
      • stick to closed questions
    • issues - people exaggerate and lie, social pressure (stemming from impersonality)
  • user testing
    • (+) effective, relatively cheap, hands-on
    • (-) UI needs to be in testable state, doesn't provide solution, scheduling
    • can be qualitative, quantitative
    • testing is task-focused
    • participant should be instructed to think aloud

4 - moderator's POV

  • participants - nervous, don't know what to expect, don't want to feel stupid
  • explain test situation, expectations, don't be a cold asshole
  • stages
    • I. ice breaker - small talk and shit (apparently helps overcome anxiety?!)
    • II. briefing - "You are not wrong, I am", think aloud, bureaucracy
    • III. pre-test interview - verify if participant is (roughly) suitable
    • IV. data collection - do not intervene, interpret data to other observers
    • V. post-test interview - showcase alternatives?
    • VI. debriefing - reveal the purpose of study, calm down emotional individuals
  • caveats
    • employee syndrome
    • authority figure
    • ability to change participant's self-esteem
  • keep an eye on non-verbal cues (iceberg pic)
  • focus group
    • 8-12 (4-6) participants
    • subgroup of general population
    • (+) effective, interactive, group dynamics
    • (-) less flexible, artificial, group dynamics
    • focus on attitudes rather than usability of one particular product
    • address general and specific stuff, group and individuals alike, make it fun, engage everyone equally
    • group thinking - conformity introduces bias (peer pressure?)

5 testing methods

  • eye tracking
  • card sorting
  • A/B testing
    • we can compare statistical data between two versions (i.e. ad impressions)
  • remote testing
    • low-cost, less impact and control, higher ecological validity (respects user's comfort zone)
  • identifying research needs -> attributes -> data collection -> data filtering -> data analysis -> presentation -> output
  • adhere to cultural norms
    • Hofstede's cultural dimensions
      • power of distance
      • individualism
      • masculinity
      • uncertainty avoidance
      • long-term orientation
      • indulgence

6 - personas

  • a fictional user from a particular (notable) subgroup
  • we need to provide detailed description, motivation (why we've chosen that particular group), habits, patterns, characteristics
  • rules
    • do not project yourself as a typical user
    • do not try to please everyone (results in compromises)
    • use rigid types of users (does not allow for elasticity)
  • creation process
    • gather factoids (bite-sized bits of data about users)
    • create scales for categories
    • cluster
  • precision over accuracy
  • grouping
    • primary
    • secondary
    • complementary
    • anti-persona (someone we don't target with our product)
      • ex. software pirates, stalkers, children
  • depict roles, not individual people
  • (+) induces empathy, more intuitive than hard data, easier to remember
  • beware of zombies personas
    • personas need to be frequently referred to and well-known

8 - cognitive psychology

  • deals with processes related to cognition of own world and own self
  • ex. sensation, perception, language, thinking
  • thinking
    • convergent - utilizing previously researched solutions
    • divergent - discovering something entirely new
    • rational - step by step with full awareness
    • intuitive - the eureka moment
  • mental representation
    • methods of storing information inside our brains
    • ex. storing references to real-life objects as images, text
  • cognitive styles
    • explain differences in cognitive processes in regards to stimuli filtering, information processing and storage
    • Jung typology
      • Extraversion (perceives external world as source of energy) x Introversion
      • iNtuition (believes information received from internal world) x Sensing (prefers facts)
      • Feeling (acting emotionally) x Thinking (cold, calculated approach)
      • Judging (planners) x perceiving (best under stress)
    • Field dependency (Witkin)
      • field dependent - rely on instant visual perception, takes long to identify stimuli, worse analytical and creative skills
      • field independent - fast perception, analysis, non-conventional thinkers
    • Reflexivity (Kagan)
      • reflexive - slow and precise, thinking through, weighting alternatives
      • impulsive - speed, inaccuracy
    • Visualizer x Verbalizer (Richardson)
  • flow
    • state when an individual is utterly engrossed in an activity, feeling of ecstasy, distorted sense of time, high confidence, satisfaction, meaningfulness
    • requires balance between challenge and skill
      • [-] skill, [-] challenge - don't give a toss
      • [+] skill, [-] challenge - boredom
      • [-] skill, [+] challenge - anxiety
    • results in improved performance, creativity, good feeling
    • should refrain from interruptions (phone calls, push notifications)
    • requires perfect tools
  • memory process
    • store -> retain -> recall -> forget
    • multi-store model (Atkinson)
      • sensory memory, short-term memory, long-term memory
      • in order to keep thoughts in short-term memory, we need to rehearse
      • after finishing the task we flush short-term memory

9

  • perception
    • sight (primary focus)
    • hearing
    • touch
    • taste
    • smell
    • pain
    • kinesthetic
  • human eye
    • rods - monochromatic vision, low light, on the sides of vision
    • cones - color vision, require adequate light, center
  • brain has an option to fabulate a huge chunk of our visual experience
  • processing
    • shape, size, color, movement
    • peripheral vision is processed at all times (required in potentially dangerous situations)
  • attractors
    • sudden movement > movement > static objects
  • gestalt principles
    • proximity - objects close to one another appear to form groups
    • closure - completing an object without sensing some of its parts
    • similarity - similar objects appear to be grouped
    • continuity - people tend to mentally form continuous lines
    • figure and ground - (face/hourglass pic)
  • affordance theory (Gibson)
    • we perceive objects by their affordances - suitability to use such an object for specific tasks (ex. door handles)
  • methods of perception
    • top-down - reinforces relevant information
    • bottom-up - focuses on connecting patterns
  • attention
    • process of allocating processing resources
    • cocktail party effect
      • focus on an ongoing conversation that the person in question is active in relative to other audio stimuli
      • attention shift when they hear a triggering word (ex. their name)
  • cognitive load
    • total amount of mental effort used in short-term memory
    • intrinsic - inherent level of difficulty associated with a specific topic (ex. math equations)
    • extraneous - depends on the manner in which information is presented to learners (ex. simple concept taught by an incompetent teacher)
    • germane - load devoted to processing and construction of schemas

10 emotions

  • mental states characterized by feeling
  • accompanied by physiological responses
  • based on temperament (Jung)
  • varying length, intensity, spontaneity, reproducibility
    • levels - sensations, affects, emotions, passions, moods
  • primary emotions
    • anger, disguist, fear, happiness, sadness, surprise
  • aesthetic needs - we desire good looking stuff
    • focus on initial judgment - first 0.5s is critical, impressions gained persist throughout the experience
    • product personality - customers choose products that express on extend themselves (Mac vs PC ads)
    • aesthetic interfaces are perceived as more usable and cause increase in productivity and satisfaction
  • beauty - quality of an object (objectivist view) x subjective
    • dependent on culture (Japanese websites)
    • people do not make optimal decisions, beauty of a product skews rationality (ex. cliché that women buy cars based on color)
    • hedonic (vanity, luxurious) x pragmatic (no frills, focus on main function) objects (ex. airline class system)
    • in context of HCI - usability is pragmatic, aesthetics are hedonic
    • ideally cater to both needs, focus on pragmatic stuff when pitching a product (after all, aesthetics are easy to see at first glance)

11 - personality

  • personality + environment = behavior
  • sum of acquired and preset strategies to deal with various situations
  • temperament, skills, motivation
  • identity, ego, super-ego (iceberg pic)
  • test methods - Jung/MBTI, OCEAN, Team roles, Rorschach
  • type A - easy-going, type B - high-strung
  • uncanny valley phenomenon - the feeling resulting from interacting with a machine that has a realistic humanoid look, but lacks the same level of realism in behavior (false expectations)

12 - irrationality in design

  • irrationality - cognitive acts in violation of rules of logic
  • Dunning-Kruger effect - cognitive bias wherein people of low ability suffer from illusory superiority (ex. robbers with lemon juice)
  • optimism bias - "This thing isn't going to happen to me!"
  • cognitive biases
    • over-emphasis of personal qualities
    • stereotypes
    • egocentric bias
    • loss aversion
  • framing effect
    • avoid risk when positive effect is offered
    • seek risk when negative effect is offered
    • ex. "93% of PhD students registered early when a penalty fee for late registration was emphasized, with only 67% doing so when this was presented as a discount for earlier registration."
  • irrelevant alternatives
    • subscription pricing - might entice customers to spend more money
  • seductive design
    • enticing people to engage in certain behavior
    • ex. gamification, sequencing (profile completion)
    • scarcity
    • social proof (awards showcase), authority proof (dentists)
    • element of mystery
  • PUMP
    • personalize
    • unexpected
    • meaningful
    • pleasantly packaged
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