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What is HCI?!? (User Centered Approach (Know the Users (Interactive Design…
What is HCI?!?
User Centered Approach
Know the Users
Interactive Design Process - 1. identify needs, 2. design, 3. prototype, 4. evaluate
Importance - expectation management, ownership, participation
1. Scenarios - illustrate using storyboards, similar to use cases
2. Personas - understanding the user, profiles, e.g. Ray (the family man)
Early focus on users and tasks: directly studying cognitive, behavioral characteristics
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Iterative design: when problems are found in user testing, fix them
Observing Users
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Frameworks
Goetz and LeCompte
- Who is present?
- What is their role?
- What is happening?
- When does the activity occur?
- Where is it happening?
- Why is it happening?
- How is the activity organized?
The Robinson Framework
- Space. What is the physical space like?
- Actors. Who is involved?
- Activities. What are they doing?
- Objects. What objects are present?
- Acts. What are individuals doing?
- Events. What kind of event is it?
- Goals. What do they to accomplish?
- Feelings. What is the mood of the group/individuals?
Balance between user goals, business objectives, and tech. capabilities
ROI of User Experience
To optimize
- user research
- stakeholder interviews
- testing
- user centered design
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Conceptual Model
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intended conceptual model should anticipate users’ expectations rather than reflect designers’ knowledge
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Contextual Enquiry
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principles...
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The user is a partner in the design process,
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OOTB Design
Designers wish user would...
- read manuals before starting
- be careful and systemic
- don't miss a detail
Users in reality...
- are very impatient
- rarely read blocks of text
- steam ahead without clear instructions
Usability
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Testing (what/when)
Research - current solution, competitors, new ideas
Design - paper-protos, wireframes, mockups
Develop - html-protos, navigation, interactions
Evaluate - live site, A/B testing
Running a Test
Stages: 1. Planning, 2. Facilitating, 3. Analyzing
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Human Abilities
Perception
Human Visual System - inputs via senses, output via motor controls
Colors, illusions and shit, hearing, pattern detection
Guidelines, patterns, easy of understanding
Photoreceptors
Rods Peripheral vision, slow, 120 million, B/W, sensitive to light
Cones Focussed vision, fast, RGB, colour
Cognition
Gestalt Principle
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When elements are arranged in groups
that define an object, we tend to see the object and not the elements
Models of Human Performance - to understand a task, predict actions
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Personas/Wireframes
Personas
- Personas are a way of humanizing design issues
- They are built to create an understanding of the final user
- Personalities are fictional but represents a group of users
Wireframes
- Crucial phase in the design process, blueprint for design
- Deals with crucial layout and structure questions before visual details
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