CS147 Midterm Review - Stanford University

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Transcript CS147 Midterm Review - Stanford University

stanford hci group / cs147

Midterm Review Session

November 2/3 2006 Intro to HCI Design http://cs147.stanford.edu

Norman: “Design of Everyday Things”

 Key Terms:  Affordances   Constraints Conceptual Models   Mappings Visibility   Feedback Consistency 07 October 2004 Ubicomp 2

ID 6.1 – ID 6.3: Interaction Design

 Identifying Needs  Prototyping (Developing alternative designs)  Implementation (Building interactive versions of the design)  Evaluating designs 07 October 2004 Ubicomp 3

IDEO

 Understand steps of iterative design Process (also covered in lecture)  Needs -> Design -> Implement > Test  HiFi / LoFi Prototype differences  When to use particular methods (lecture, not really reading) 07 October 2004 Ubicomp 4

ID 7.4: Data Gathering

     Questionnaires Interviews Focus Groups and Workshops Naturalistic observation Studying documentation 07 October 2004 Ubicomp 5

ID 9.1 – ID 9.3: User Centered Approaches to Interaction Design

 Know your users  Iterate a lot  Measure 07 October 2004 Ubicomp 6

ID 12.1 – ID 12.5: Observing Users

 Observation types: Quick and Dirty, Usability testing (video and logs), Field studies  How to observe: In controlled environments, In the field, Ethnography (this just means you are accepted by the group, as opposed to being an outsider)  Data collection: Notes+Camera, 2004 Audio+Camera, Video (and tradeoffs) Ubicomp 7

Hutchins

 What direct manipulation means (definition, properties)  Virtues of direct manipulation according to Shneiderman  Aspects of directness: "distance" and "engagement“  Distance gulfs: "Gulf of Evaluation" vs. "Gulf of Execution“  Forms of distance: semantic and articulatory -- what this distinction means and how the distance can be reduced  “Direct engagement": what it means and how it is produced  2004 Problems with direct manipulation, and reassessment of Shneiderman's claims 8

Cooper: The Myth of Metaphor

 Understand Cooper's 3 paradigms of software interfaces.

 What do you get/lose by using a metaphor?

 What makes a good idiom? 07 October 2004 Ubicomp 9

Liddle: "Design of the Conceptual Model"    Understand the different between recognition and recall  Be familiar with progressive disclosure Why did the Star system fail?

Be familiar with the 3 phases of technology development (also covered in lecture) 07 October 2004 Ubicomp 10

Winograd: The Alto and the Star

 Useful to know the main contributions of Alto/Star, such as:   direct manipulation WYSIWIG  consistent commands 07 October 2004 Ubicomp 11

Doyle: “What Goes Wrong at Meetings"

 Practical tips for making your group meetings more effective  common meeting problems  advice for group member roles at meetings  “Interaction Method" for keeping meetings on track by splitting up roles 07 October 2004 Ubicomp 12

Norman: BDS

 Design as practiced is different from design as taught  In the actual situation, cultural, social, and organizational issues can dominate the user-oriented aspects of design.

 Understand the story of the 2004 Mac power switch and how it applies 13

Mullet: Chapter 2

 Be familiar with the benefits of simplicity in visual design  Be familiar with common visual design pitfalls  Understand what it means to reduce, regularize and combine visual elements. 07 October 2004 Ubicomp 14

Mullet: Chapter 4

 What does a good visual structure provide?  Be familiar with the relevant/described gestalt principles of grouping  Understand what a visual hierarchy is and the utility of balance, symmetry and negative space in creating it  2004 Be aware of common visual design problems errors in software interfaces 15

Waern

 Understand the overall Cognition system  Yerkes-Dodson Law – Performance vs Arousal   Selective Attention – Concept of needing to choose what to pay attention to Understand relationship between Effort and Attention    Implications of above for HCI Quantitative aspects of vision/audition Understand the:  similarity law  proximity law      continuity law law of closure gestalt shifts impossible objects and how those principles apply to HCI design  Understand Motor characteristics, especially Fitts law  2004 Understand how short term memory works 07 October Ubicomp (from lecture, but similar topic) 16

Van Duyne

 Stages of the iterative design process    Design principles Types of rapid prototyping Stages of prototyping: paper prototypes, medium and hi-fi prototypes  Evaluation techniques: think-aloud protocol, heuristic evaluation, expert reviews, formal usability 2004 studies: understand what each technique is and to which 17

Rettig

 Problems with Hifi prototyping and advantages of doing Lofi first  Tips for creating a paper prototype (useful for group project assignment)  How to run user tests with a paper prototype (also useful) 07 October 2004 Ubicomp 18

Nielsen: History

 Generations of user interfaces: batch processing, command line, full screen, graphical, etc.

 Understand the hardware technology, operating mode, and UI paradigm of each  Impact and contributions of various historical systems (e.g. Sketchpad, Augment, Alto/Star)  Advantages of the GUI and direct 07 October  manipulation Ubicomp History of interaction styles and 19

Krug: "How We Really Use the Web"

 People don't generally use your website the way you design it because  They scan instead of reading details  They “satisfice" instead of making optimal choices  They "muddle through" instead of figuring out how things really work 07 October 2004 Ubicomp 20

Hinckley: "Input Technologies and

properties of input devices   Be familiar with Buxton's 3 state model for devices  Why has the mouse stayed around so long? Why are keyboards hard to replace?

Understand Fitt's law and its implications 07 October 2004 Ubicomp 21

Dourish: "Getting in Touch"

Ever-lower cost of computation opens new uses  Ubiquitous computing – Use / Importance of context in software  Virtual vs Physical interaction -- Tangible interfaces  Virtual vs Augmented reality 2004 Ambient Interfaces 22