CS2003 Usability Engineering **updated**

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Last updated 3:48 PM on 11/18/25
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79 Terms

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What percentage of new product development fails due to a lack of understanding users' needs?

70% to 80%

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What is the issue with software engineering methodologies?

They focus on providing system functionality over interactivity and the importance of the user.

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What is the Waterfall Model?

A sequential development model with requirements written up front that does not involve users in the development process.

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What is the Boehm's Spiral Model?

A software development model that allows for multiple rounds of development, testing, and evaluation but does not involve users.

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What are the core values of Agile?

Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan

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What is the Star Lifecycle?

A methodology for designing and evaluating interactive systems that emphasizes iteration and evaluation throughout the process and is applicable to both small and large projects.

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What are the steps in the star lifecycle?

Situation, Task Analysis, Analysis, Revision, Implementation

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Situation

Understand the context and goals of the user and the system being designed.

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Task Analysis

Analyse the tasks that users need to perform with the system.

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Analysis

In this stage, the usability of the system is evaluated, including user interface design, interaction design, and information architecture. This stage includes heuristic evaluations, cognitive walkthroughs, and usability testing.

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Refinement

Develop detailed designs, prototypes, and usability tests to refine the system's design.

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Testing

Test the system's usability with representative users and evaluate the results.

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What is the Design Thinking Process?

A problem-solving methodology that emphasizes empathy, creativity, and iterative testing to create innovative and effective solutions.

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empathise

This stage involves understanding the needs, wants and feeling of the people who are experiencing the problem.

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define

Once problem has been identified the next stage is to define the problem more clearly

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ideate

This stage involves generating wide range of potential solutions to the problem

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prototyping in the design thinking process

Once potential solutions are generated, the next step is to create a prototype of the solution.

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What is the Double Diamond?

A problem-solving methodology consisting of four stages that are grouped into two diamonds, representing the divergent and convergent thinking stages of the design process.

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test

Involves testing prototype with users to gain feedback.

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What are the steps in the Double Diamond

Stage 1 Discover Stage 2 Define Stage 3 Develop Stage 4 Deliver

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Stage 1 Discover:

Involves identifying and understanding the problem through research analysis and observation
Goal is to explore problem space broadly

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Stage 2 Define:

Involves developing the insights gained in stage 1 to create a clear problem statement
Goal is to define the problem narrowly and identify the key issues to be addressed.

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Stage 3 Develop:

Involves generating potential solutions to the defined problem statement
Goal is to explore wide range of ideas and develop them into workable solutions

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Stage 4 Deliver:

Involves prototyping and testing the potential solutions developed in the previous stage
Goal is to refine and improve the most promising solutions until final design is reached.

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Visibility

The ability of users to see and understand the available options and actions in the user interface.

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Feedback

The immediate response that users receive after taking an action in the user interface.

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Constraints

Design elements that prevent users from making mistakes or performing unintended actions.

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Mapping

The relationship between the controls and the results in the user interface.

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Consistency

The use of the same design elements and interaction patterns throughout the user interface.

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Affordance

The visual or physical cues in the user interface that suggest how an object should be used.

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Aesthetics

The emotional appeal and attractiveness of the user interface.

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Semantic networks

web of concepts linked through association
easy way to explore problem space
requires knowledge of problem space

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what do we use prototyping for

work out details and test them, quickly and cheaply build features of interest, concrete approach, users can suggest changes

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why do we need to quickly and cheaply build features of interest

to try them out

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Describe Mental models as a form of knowledge representation

They are simplified versions of reality

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Describe the Interactional utility of mental models

supports understanding of system operations

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Structural

understanding the components and their relationships

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Conceptual model

defines how systems are designed to be understood

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A Good conceptual model is a high level description of

- the proposed system in terms of a set of ideas
- what it should do, behave and look like
- how it should be understood by users

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Card Sort

organise info collected in a discovery phase
quick and easy
difficult to navigate

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Flowcharts

identifies elements or computation processes

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Scenario

give rich picture of user's tasks

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What do Scenarios show?

- Basic goal
-Conditions
-Activities
-Outcomes

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Conceptual design involves

structuring information space, creating of alternative solutions, determining which design concept to pursue.

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Human-centred design process

specifies general activities to be performed in development, does not demand or recommend particular techniques or methods

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Design process

involves searching for an acceptable design in a infinitely large design space

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3 problems with prototyping

may not search for solution effectively, may not recognise a good design, may think a bad design is good.

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when do we prototype

application area is poorly defined, cost of rejection is high, final version is essential to be right first time, requirement to assess impact of change.

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Evolutionary Prototyping

final design looks similar initial design

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horizontal prototyping

providing a lot of requirements but not functionality

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why is wizard of oz prototyping useful?

allows for early designs to be tested.

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what form of fidelity layout design is wireframing?

low fidelity

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Mental Models

Models people have of themselves, others, their environments and things with which they interact

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Mental models are formed by ...

Self, shown by others, told by someone else

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Psychological utility of mental models

simple, help us make sense of the way the world works

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Types of mental models

functional, structural

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Functional

knowing what to do but not why

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Ways to design

brainstorm, card sort, semantic networks, flowcharts, scenarios.

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Brainstorm

team activity, combine and improve ideas

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prototype

building a physical working model of all or parts of the system and using it to identify weaknesses in the understanding of the real requirements

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best practices in prototyping

If you want to look at social and cognitive effects, use hands-on testing by users in realistic scenarios, use with a design/evaluation methodology integrating prototype testing.

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concrete approach

show users what inputs, intermediate stages and outputs look like

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Prototyping works out details and tests them

in ways not possible at level of verbal description

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prototyping car design examples

doodles, blueprint, scale models, computer models

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product conceptualisation

allows exploration of alternative designs

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methods for prototyping

requirements animation, rapid prototyping, evolutionary prototyping, incremental prototyping

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requirements animation

shows what the system would do but user cannot interact with it

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Rapid Prototyping

collect information on requirements, at end of each prototype we discard the prototype, taking the good and leaving the bad.

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Incremental Prototyping

building and refining a prototype in stages, with each stage adding additional features and functionality to the prototype

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Economic principle of prototyping

the best prototype is one that in the simplest and most efficient way makes the possibilities and limitation of a design idea visible and measurable.

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full prototype

full unpolished components with functionality

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paper prototype

sketch on paper, has no functionality

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vertical prototyping

providing a lot of functionality but for little requirements

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low fidelity vs high fidelity prototypes

low fidelity are rough mock-ups, high fidelity are detailed more advanced prototypes that are closer to the final product.

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Wizard of oz prototype

a human intermediary intercepts commands from the user and instructs the system to carry them out.

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card-based prototyping

each card represents one screen, used in web development

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wireframing

wireframes similar to blueprints, each wireframe represents an individual screen.

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describe wireframing

contains main info, abstracted from content, visual description of UI.

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problems with paper prototypes

concepts and terminology, navigation problems, content, help, requirements/functionality.