stanford hci group / cs147
Intro to HCI Design http://cs147.stanford.edu
Midterm Review Session
November 2/3 2006
07 October 2004 2Ubicomp
Norman: “Design of Everyday Things”
Key Terms: Affordances Constraints Conceptual Models Mappings Visibility Feedback Consistency
07 October 2004 3Ubicomp
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 4Ubicomp
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 5Ubicomp
ID 7.4: Data Gathering
Questionnaires Interviews Focus Groups and Workshops Naturalistic observation Studying documentation
07 October 2004 6Ubicomp
ID 9.1 – ID 9.3: User-Centered Approaches to Interaction Design
Know your users Iterate a lot Measure
07 October 2004 7Ubicomp
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 opposedto being an outsider)
Data collection: Notes+Camera, Audio+Camera, Video (and tradeoffs)
Indirect observation: Diaries, Interaction logging (in the program)
07 October 2004 8Ubicomp
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
Problems with direct manipulation, and reassessment of Shneiderman's claims
07 October 2004 9Ubicomp
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 10Ubicomp
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 11Ubicomp
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 12Ubicomp
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 13Ubicomp
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 Mac power switch and how it applies
07 October 2004 14Ubicomp
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 15Ubicomp
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
Be aware of common visual design problems errors in software interfaces
07 October 2004 16Ubicomp
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 Understand how short term memory works (from
lecture, but similar topic)
07 October 2004 17Ubicomp
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 studies: understand what each technique is and to which situations it best applies
07 October 2004 18Ubicomp
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 19Ubicomp
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 manipulation
History of interaction styles and evolutionary trends
07 October 2004 20Ubicomp
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 21Ubicomp
Hinckley:"Input Technologies and Techniques" Be familiar with the various
properties of input devices Why has the mouse stayed around
so long? Why are keyboards hard to replace?
Be familiar with Buxton's 3 state model for devices
Understand Fitt's law and its implications
07 October 2004 22Ubicomp
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 Ambient Interfaces