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