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CS160 Discussion Section 7 Midterm review

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Title: CS160 Discussion Section 7 Midterm review


1
CS160 Discussion Section 7Midterm review
  • David Sun
  • March 13, 2007

2
Assignment Concerns
3
Contextual Inquiry
  • Explain the model of interaction between designer
    and user in contextual inquiry and contrast it
    with interviewing

4
Contextual Inquiry
  • In contextual inquiry, the designer and user
    behave in a master-apprentice fashion, such that
    the designer learns about the users tasks in
    order to understand them. The user explains how
    he carries out his work as he performs them, in
    front of the designer, at the users workplace.
  • On the other hand, an interview becomes a
    question-and-answer process such that the user
    ceases to perform and explain his ongoing work.

5
(continued)
  • (You should be able to describe the four
    principles of contextual inquiry, how the
    master-apprentice model differs from the
    interviewer-interviewee, expert-novice, and
    host-guest models, the importance of task
    analysis, as well as a solid understanding of how
    contextual inquiry relates to task analysis and
    iterative design.)

Beyer Holtzblatt reading http//inst.eecs.berke
ley.edu/cs160/sp07/readings/f3_beyer_holtzblatt.p
df
6
Human Centered Design
  • In Human-Centered Design, at what stages of the
    design process should the customer or
    representative users be involved?

7
Human Centered Design
  • Task analysis, usability testing using
    prototypes, and tracking use.
  • (This question is vague. Each designer has a
    different conceptualization of the exact stages
    in the task-centered design process, and the
    boundaries between stages are somewhat blur.)
  • (Know not only the stages in which users are
    involved, but also how they are involved at each
    stage).

8
Human Model Processor
  • Briefly explain what each of the 5 main parts of
    the human model processor does.

9
Human Model Processor
  • Three interacting subsystems
  • Perceptual, motor, cognitive
  • Serial in action, parallel in recognition.
  • Memory stores
  • Working memory visual image and auditory image
    store finite storage, fast decay time, physical
    encoding.
  • Long-term memory infinite storage, no decay,
    semantic encoding, knowledge is stored by
    associations.
  • Working memory activated portions of long-term
    memory.

10
Recognition vs. Recall
  • Why is recognition preferred over recall?

11
Recognition vs. Recall
  • Recall requires the user to reproduce information
    from long term memory
  • the ease of which differs from user to user
    depending on how the information was originally
    encoded and stored.
  • Recognition presentation of info provides
    knowledge that info has been seen before
  • easier because of cues to retrieval

12
Structural vs. Functional Models
  • Contrast structural and functional models.

13
Structural vs. Functional Models
  • A structural model explains what the system does
    independent of use (its a system centered model)
  • functional model explains what the system does to
    assist a users task (its a user-centered model).

14
Metaphors
  • List two (good) user interface metaphors

15
Metaphors
  • Desktop metaphor
  • Directories are like folders
  • Files are like sheets of paper
  • Windows are like ?
  • Menus are like menus
  • Deleting is like putting in the trash
  • Running an application program is like opening
    the doc.
  • Copy to buffer and restore is like cut-and-paste

16
Metaphors
  • Other plausible questions
  • Describe some of the difficulties/issues
    associated with the use of metaphors in interface
    design.
  • Give examples of some bad interface metaphors

17
Conceptual Models
  • Other than from a metaphor, where else do
    conceptual models come from?

18
Conceptual Models
  • Other existing systems, and social-cultural
    norms.
  • (Make sure that you also understand how
    conceptual models are an improvement over
    metaphors, and the significance of composite
    metaphors.)

19
Lo-fi Prototyping
  • Give two advantages of rapid prototyping.

20
Lo-fi Prototyping
  • Less time spent in coding.
  • Forces designers and users to focus on the big
    picture design of metaphors and mental models to
    facilitate uncovering major usability problems at
    early stages of interface design.
  • (There are several other advantages of rapid
    prototyping and you should be aware of them. You
    should also understand the relative strengths and
    weaknesses between lo-fi and hi-fi prototyping)

Rettig Prototyping for Tiny Fingers
http//inst.eecs.berkeley.edu/cs160/sp07/reading
s/f17_rettig_prototyping.pdf
21
Heuristic Evaluation Process
  • What are some of the advantages of heuristic
    evaluation?
  • How many testers is a reasonable number in a
    heuristic evaluation? Why?

22
Heuristic Evaluation
  • Advantages
  • Cheap
  • no special labs or equipment needed
  • the more careful you are, the better it gets
  • Fast
  • on order of 1 day to apply
  • standard usability testing may take a week
  • Easy to use
  • can be taught in 2-4 hours
  • Small set (3-5) of evaluators examine UI
  • independently check for compliance with usability
    principles (heuristics)
  • different evaluators will find different problems
  • evaluators only communicate afterwards
  • findings are then aggregated
  • Can perform on working UI or on sketches

23
Heuristic Evaluation Process
  • Describe how to perform a heuristic evaluation.

24
How to Perform Evaluation
  • At least two passes for each evaluator
  • first to get feel for flow and scope of system
  • second to focus on specific elements
  • If system is walk-up-and-use or evaluators are
    domain experts, no assistance needed
  • otherwise might supply evaluators with scenarios
  • Each evaluator produces list of problems
  • explain why with reference to heuristic or other
    information
  • be specific and list each problem separately

25
Results of Using HE (cont.)
  • Single evaluator achieves poor results
  • only finds 35 of usability problems
  • 5 evaluators find 75 of usability problems
  • why not more evaluators???? 10? 20?
  • adding evaluators costs more
  • many evaluators wont find many more problems

26
More Questions
  • Explain briefly why personas are useful for
    design.
  • Why is user-interface design based on iterative
    refinement, rather than detailed specification?

27
(continued)
  • How should budget usability methods be combined
    with user studies?
  • Give some advantages of the master-apprentice
    model for contextual inquiry over other kinds of
    user questioning.

28
(continued)
  • Which of the following statements best describes
    contextual inquiry? Circle all that apply.
  • a) A way of mastering how to perform the users
    tasks
  • b) A way of uncovering usability problems in a
    prototype
  • c) A way of understanding the users needs and
    work practices

29
More tips
  • Make sure that you are aware of the major
    developments in the history of Human-Computer
    Interaction, and the pioneers who were
    responsible for these advances.
  • Know what are the main stages of the human
    centered design cycle.
  • Be sure that you understand Nelsons heuristics
    and practice applying them in analyzing an
    interface design (you should get plenty from your
    assignment)

30
Administrivia
  • Wed 3/21 Midterm
  • Tue 2/20 Section
  • Run as last-minute QA session.
  • Bring your questions.
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