[16 & 17] CMSC 173 - User Experience

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44 Terms

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Usability

refers to ensuring that interactive products are easy to learn, effective to use, and enjoyable from the person’s perspective

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Usability Goals

  • Effective to Use (effectiveness)

  • Efficient to Use (efficiency)

  • Safe to Use (safety)

  • Having Good Utility (utility)

  • Easy to Learn (learnability)

  • Easy to Remember How to Use (memorability)

  • Enjoyable to Use (satisfaction)

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Effectiveness

“Is the product capable of allowing people to carry out their work efficiently, access the information that they need, or buy the goods that they want?”

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Efficiency

  • “How many steps does it take to complete a task?”

  • How does storing a person’s personal details make it more efficient?”

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Safety

“What is the range of errors that are possible using the product, and what measures are there to permit someone to recover easily from them?

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Utility

“Does the product provide an appropriate set of functions that will enable them to carry out all of their tasks in the way they want to do them?”

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Learnability

  • “Is it possible for someone to work out basic use of the product by exploring the interface and trying certain conditions?”

  • “How hard will it be to master the product in this way? Are additional learning tools needed?”

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Memorability

"What types of interface support have been provided to help someone remember to carry out tasks, especially for ones they use infrequently?”

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Satisfaction

  • “What are the mean, median, and mode values on the CSAT (Customer Satisfaction Score) scale?

  • “What proportion of users say they are highly satisfied with the product?

  • “How many people are still satisfied after using the product for six months?”

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User Experience

  • covers a range of emotions and felt experiences

  • includes desirable and undesirable aspects

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Usability vs. User Experience

  • objective

  • concerned with how useful or productive a system is

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Usability vs. User Experience

  • subjective

  • how a system feels to someone

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Seven Design Matters in UX

  1. display design

  2. view (window) management

  3. animation

  4. webpage design

  5. color

  6. nonanthropomorphic design

  7. error messages

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Display Design

  • Ensure that any data that a user needs, at any step in a transaction sequence, are available for display.

  • Display data to users in directly usable forms; do not require that users convert displayed data.

  • Maintain a consistent format for any particular type of data display from one display to another.

  • Use short, simple sentences.

  • Use affirmative statements rathe than negative statements.

  • Adopt a logical principle by which to order lists; where no other principle applies, order lists alphabetically.

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View (Window)

Important coordinations that might be supported by the interface designers include:

  • synchronized scrolling

  • hierarchical browsing

  • opening/closing of dependent windows

  • saving/opening of window state

  • tabbed browsing

  • tiled or overlapping windows

  • ribbon interface

  • design patterns

  • start menus

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Animation

  • keeping user oriented during transitions

  • indicating an affordance, inviting interaction

  • entertaining

  • indicating background activity (e.g., progress bar)

  • storytelling

  • alerting

  • providing a virtual tour (e.g., for architectural designs)

  • explaining a process

  • conveying uncertainty and randomness

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Webpage Design

Top 10 Mistakes of Web-based Presentation of Information (from Tullis, 2005):

  1. burying information too deep in a website

  2. overloading pages with too much material

  3. providing awkward or confusing navigation

  4. putting information in unexpected places on the page

  5. not making links obvious and clear

  6. presenting information in bad tables

  7. making text so small that many users cannot read it

  8. using color combinations for test that many users cannot read

  9. using bad forms

  10. hiding (or not providing) features that could help users

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Error Messages Guidelines for the End Product

  • Be as specific and precise as possible. Determine necessary, relevant error messages.

  • Be constructive. Indicate what the user needs to do.

  • Use a positive tone. Avoid condemnation. Be courteous.

  • Choose user-centered phrasing. State the problem, cause, and solution.

  • Consider multiple levels of messages. State brief, sufficient information to assist with the corrective action.

  • Maintain consistent grammatical forms, terminology, and abbreviations.

  • Maintain consistent visual format and placement.

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Error Messages Guidelines for the Development Process

  • Increase attention to message design.

  • Establish quality control.

  • Development and enforce guidelines.

  • Carry out usability tests.

  • Consider conducting “error handling” reviews.

  • Record the frequency of occurrence for each message.

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Color Theory

the study of how colors work together and how they affect our emotions and perceptions

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Primary Colors

  • yellow

  • red

  • blue

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Secondary Colors

created by mixing two primary colors:

  • orange

  • green

  • purple

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Tertiary Colors

created by mixing both primary and secondary colors:

  • yellow-orange

  • red-orange

  • red-purple

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Hue

the attribute of color that distinguishes it as red, blue, green, or any other specific color on the color wheel

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Value

represents a color’s relative lightness or darkness or grayscale and it’s crucial for creating contrast and depth in visual art

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Saturation

  • or chroma or intensity

  • refers to the purity and vividness of a color, ranging from fully saturated (vibrant) to desaturated (grayed)

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Color Schemes

  • monochromatic

  • analogous

  • complementary

  • split-complementary

  • triadic

  • tetradic

  • square

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Monochromatic

take one hue and create other elements from difference shades and tints of it

<p>take <strong>one hue</strong> and <strong>create other elements from difference shades and tints of it</strong></p>
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Analogous

use three colors located beside one another on the color wheel

<p>use <strong>three colors </strong>located beside one another on the color wheel</p>
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Complementary

use “opposite color” pairs to maximize contrast

<p>use<strong> “opposite color” </strong>pairs to maximize contrast</p>
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Split-Complementary

  • or Compound Harmony

  • add colors from either side of your complementary color pair to soften the contrast

<ul><li><p>or <strong>Compound Harmony</strong></p></li><li><p>add <strong>colors from either side of your complementary color pair t</strong>o soften the contrast</p></li></ul><p></p>
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Triadic

take three equally distant colors on the color wheel (i.e., 120° apart)

<p>take <strong>three equally distant colors</strong> on the color wheel (i.e., 120° apart)</p>
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Tetradic

take four colors that are two sets of complementary pairs and choose one dominant color

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Square

  • a variant of tetradic

  • you find four colors evenly spaced on the color wheel (i.e., 90° apart)

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Color Temperature

knowt flashcard image
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[The 60-30-10 Rule] neutral

one color—generally something fairly _____ (either literally or psychologically)—makes up 60% of the palette

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[The 60-30-10 Rule] complementary

_____ color makes up 30% of the palette

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[The 60-30-10 Rule] accent

a third color is used as an _____ for the remaining 10% of the design

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Non-anthropomorphic Guidelines

  • Be cautious is presenting computers as people, either with synthesized or cartoon characters.

  • Design comprehensible, predictable, and user-controlled interfaces.

  • Use appropriate humans for audio or video instructions or guides.

  • Use cartoon characters in games or children’s software, but avoid them elsewhere.

  • Provide user-centered overviews for orientation and closure.

  • Do not use pronoun / when the computer responds to human actions.

  • Use you to guide users, or just state facts.

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The 4 Degrees of Anthropomorphism

1st Degree: Courtesy

2nd Degree: Reinforcement

3rd Degree: Roleplay

4th Degree: Companionship

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1st Degree: Courtesy

in human-AI interactions, refers to using polite language (“please” or “thank you”) or greetings (“hello” or “good morning”) when interacting with generative AI

  • Emotional Connection: low—brief and superficial; polite but to the point

  • Functionality of Behavior: low

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2nd Degree: Reinforcement

refers to praising the chatbot when it produces satisfactory responses (or scolding it when it does wrong)

  • Emotional Connection: low—more than superficial courtesies but still relatively topical

  • Functionality of Behavior: medium

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3rd Degree: Roleplay

occurs when users ask the chatbot to assume the role of a person with specific traits or qualifications

  • Emotional Connection: medium—there is a deeper human-AI connection, as the user assumes that the bot will be able to correctly play the role indicated in a prompt and behave like a human in that capacity

  • Functionality of Behavior: highly purpose-driven

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4th Degree: Companionship

refers to perceiving and relying on the AI as an emotional being, capable of sustaining a human-like relationship

  • Emotional Connection: high—the user develops a deep, empathetic connection with AI, that often stimulates or replaces a real-life human; this connection may even supersede the depth of connection that user has in the real world

  • Functionality of Behavior: high