HCI MIDTERM EXAM

Cards (59)

  • Interactive and clickable prototypes
    Basic initial impressions of the product with a limited interface to perform certain operations, including clickable buttons, links, or dropdowns
  • Clickable prototypes
    • Can be produced through multiple iterations from low fidelity to high fidelity
    • Can mimic how the end product might work when coded, along with how the interface might behave
    • Allow a user to interact with a screen to move between screens of the designer software solution
  • Low-fidelity clickable prototypes

    Use paper prototype sketches and clickable prototype software to add some basic interactivity
  • Software tools for creating clickable prototypes
    • Keynote
    • PowerPoint
    • Adobe XD
    • Sketch
    • InVision app
    • Proto.io
    • Balsamic
  • High-fidelity (high-fi or hi-fi) clickable prototype

    A prototype that looks like and may work just like the finished product, simulating the aesthetics of a proposed design and approximating the development behaviors and user interactions
  • Native prototypes
    Actual product-looking prototypes that resemble the idea of the product from a closer view, where users can perform more operations just like fully fledged websites or applications
  • Native prototyping
    • Requires solid development skills to prepare a useful prototype in just a few hours, rather than days or weeks
  • Prototypes in order
    • The tray
    • The numbers
    • The social dot
    • The web
  • The reason for building different prototypes is to explore several options and move the project closer to solving the problem</b>
  • Prototyping has enormous value for a software team as it makes an idea tangible and allows testing it with users to validate one solution over another
  • Validating with users
    The process of testing ideas and prototypes with users to understand whether they are working
  • Stages of user validation
    • Idea validation
    • Usability validation
    • Market validation
  • Idea validation
    Validating concepts under low pressure with low-fidelity paper prototypes to identify the right problems to solve
  • Pros of idea validation
    • Validated ideas can keep a team on track and motivated
    • Generating many concepts leads to more innovative solutions
    • Validated concepts funnel solutions faster toward an end product
    • Teams are more motivated to solve the right problem
  • Cons of idea validation
    • No one wants to work hard for a product that fails
    • Teams can spend too much time on concepts rather than moving on
    • Ideas can move on regardless of being invalidated by users
  • Usability validation
    Validating whether a software prototype is usable through feedback on tasks, user-friendliness, and ease of use
  • Pros of usability validation
    • Iterations can quickly be addressed through user testing on a clickable prototype
    • Usable software is a successful software, but not necessarily a loved software
    • HCI practitioners can validate their skills and decisions
  • Cons of usability validation
    • Usability is not universal, every user has different understanding and experience
    • Teams can spend too much time on usability rather than trusting it will improve
    • Usability is more nuanced than just binary "usable" or "not usable"
  • Market validation
    Validating a software prototype with a broader audience to ensure it is the right solution that users want
  • Pros of market validation
    • Successful beta launches lead to revenue and more users
    • Users can validate the idea and execution as the right solution
    • HCI practitioners can validate their work is worthy of users
  • Cons of market validation
    • Users can be extra needy or critical during beta tests
    • Teams can spend too much time looking for big numbers rather than growing users slowly
    • Beta software has more potential for crashes and user experience errors
  • Quantitative survey method
    Gathering quantitative data through surveys
  • Role of an HCI designer
    • Gather information from a number of sources
    • Learn from users over time
    • Act as the "collector" of data
  • Qualitative observations and interviews
    Incredibly useful but hard to scale
  • Surveys
    A method for gathering quantitative data that can be scaled to multiple users
  • Surveys in UX
    • Prominent tool to gather feedback and measure human responses or software solutions
    • Cost to execute is very low
    • Can be quick and dirty or more strategic
  • Strategic survey process
    1. Establish goals for sampling method
    2. Use survey design best practices
    3. Avoid common survey biases
    4. Improve survey evaluation
  • A/B testing (split testing)
    Comparing two versions of a product, marketing, web page, or software application to evaluate which performs better
  • A/B testing process
    1. Show version A to a portion of users and version B to the rest
    2. Verify which version is getting more users and should be applied
  • Usability analytics
    Analyzing data generated by real-world websites and software to identify and diagnose issues and track user interactions
  • Data gathering has created more scrutiny from users and government regulations, leading to policies like GDPR
  • Key aspects of a system that can be tracked through usability analytics
    • Conversions
    • Pages per visit
    • Time per visit
    • Bounce rate
    • Exit pages
  • Accessibility compliance
    Ensuring software is accessible and compliant with regional and global laws
  • Key accessibility standards
    • WCAG 2.0
    • Section 504
    • Section 508
  • Qualitative methods are more valuable toward the beginning of solving software problems, while quantitative methods are more useful as solutions get created
  • Research data gathered can be used to communicate progress with stakeholders, add content for marketing, and build great businesses
  • Universal design
    Design approach that aims to make products, services and environments usable by all people, to the greatest extent possible, without the need for adaptation or specialized design
  • Universal design principles
    • Equitable use
    • Flexibility in use
    • Simple and intuitive to use
    • Perceptible information
    • Tolerance for error
    • Low physical effort
    • Size and space for approach and use
  • NCSW stands for National Center on Accessible Information Technology in Education
  • Multi-Sensory Systems
    • Use more than one sensory channel in interaction
    • Used in a range of applications, particularly good for users with special needs, and virtual reality