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The HCI Hierarchy of Needs (UX pyramid)
o Utility/Functionality
o Usability – how easy a product is to use
o User Experience (UX) – total value gained from using the product
The HCI Hierarchy of Needs (UX pyramid) - utility/functionality refers to
does the product work to solve a problem and perform its function
The HCI Hierarchy of Needs (UX pyramid)- Usability refers to
how easy a product is to use
User Experience (UX)
– total value gained from using the product
Interaction Design
Designing spaces that support a physical, emotional dialogue between a person and a product, system or a service
Kinesthetic Learning
Preferred method of learning for humans
defined as interacting with systems, objects, and services with exploratory and tactile behavior
Six Design Principles-Discoverability (nee Visibility)
– the appropriate cues for how to use something that are clear and understandable
Six Design Principles- Feedback
the system needs to communicate with a clear and immediate response to user action
Six Design Principles— Consistency
design interfaces to have similar operations and elements across system
Internal consistency– within the same website and system
External consistency– across different systems/ websites
Six Design Principles- Constraints
ways of restricting the kinds of interactions that can take place at a given moments
Physical– rely on forced physical boundaries
Semantic– rely on users understanding of the system/ service
s Cultural- rely on shared cultural conventions/understanding
▪ Logical – rely on reasoning
Six Design Principles— Affordances
actions or possibilities are latent in the environment
Six Design Principles— Mapping
attributes of an object that allows users to understand what happens when you interact with it
Jacobs law
people are always spending more time on other peoples websites than yours
Mistakes
– inappropriate goal for current problem
Slips
intend one action and accidentally complete another
Signifiers
and indicator that communicates the appropriate action
Skeuomorphism
designing an object digitally to resemble an object from real life
Action Cycle: design principle of feedback
Action– what we do
Response– to our actions
Compare what happened vs. what we wanted to happen
Donald Normans Seven Stages of Action— Execution
Have a Need
How? – pick a method
Define the action– outline the steps to complete
Do it– execute the steps
Execution– gulf occurs in one of the above steps (i.e action cannot be completed, method cannot be defined)
Donald Normans Seven Stages of Action— Evaluation
Change?-- has the state of the world been changed
What changed?-- interpret the change
Evaluate– is that what you wanted to happen?
Evaluation– gulf occurs here if the action cannot be properly evaluated( i.e nothing happened when steps were taken, the wrong thing happened)
Implications for designing things that affect cognition — optimize for model human processor
Attention (Salience, Uncluttered, Scannable)
o Memory (Promote recognition v recall, Keep it simple, Categorize)
o Learning (Exploration, Constrain and guide, Link concrete representations and abstract concepts)
Salience
make information standout/ salient
Uncluttered
avoid adding too much info to the interface
Scannable
make information as scannable as possible
Perception
how info is acquired w/ 5 senses
cognition
how info is processed and understood
model human processor
cognitive
perceptive
motor
Attention- three types
selective— filtered out excess info
focused— small amount in concious awareness
sustained— being concentrated/ locked in for a long time
Flow
a state of concentration( too easy, to hard, too boring = easy to abandon)
cocktail party effect
ability to focus on a single point of attention
Ericksons 3-step process for choosing a good metaphor
Identify functional requirements what the system will/must do
What subtasks might cause users problems /complicated/critical
Generate metaphors to support the above
Assumptions and Claims
Assumptions defined and how they might affect creating a good concept model
Claims defined and how they might affect creating a good concept model
concept design
concerned with developing a concept model
concept model
high level description of how a system is organized/ operates
mental model
used by humans when needing to reason/ map out somethibg
good concept model
system matches the user model
mind the gulf— avoid gaps between designers and users
follow design principles
mind assumptions and claims
interface metaphor
metaphor that is designed as a part of a digital interface— combines familiar knowledge with new knowledge
Three types of memory( how data interacts)
Sensory— info must be attended to via attention
o Working— susceptible to being forgotten unless rehearsed( design so you dont need to practice)
o Long-term— retrieve info from long term memory
recognition
recognize unfamiliar info as familiar
design for recognition
recall
remember related details from memory
dual coding
human memory uses 2 processes for memory— verbal/lang and imagery
design to activate both so one or the other is recognized
categorization
provide many ways for encoding info to memory via imagery, color, language etc.,
exploration
encourage exploring the interface for learning
constrain and guide
lead users to appropriate actions to promote learning
link concrete to abstract concepts
connect concrete and abstract concepts together to explain complex material(ie create interface metaphors)
Distractibility
inability to block out environmental stimuli