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Interface
User-facing layer that allows them to interact with computers
GUI (Graphical User Interface)
Rely on sense of sight, recognition, recall
CLI (Command Line Interface)
Rely on recall
TUI (Tangible User Interface)
Rely on objects, sight, motion
Touch Interfaces
Rely on touch, sight, recognition, recall
Spoken Interface
Relies on speech and sound
Gesture Interface
Rely on body motion, sight
Spacial interface
Rely on body and motion
Design Process
Needfinding, Ideating, Prototyping, Testing
Needfinding
Observe people, Understand the problem, Define the constraints
Ideating
Create lists of solutions
Prototyping
Low-fi (sketching, paper), Digital (figma), App
Testing
User evaluation
8 Golden Rules
Consistency, Seek universal usability, Informative feedback, Closure, Prevent user error, Allow for easy reversal, Minimize short-term memory load, Keep users in control
Consistency
Similar things should look and act similarly
Inconsistency
Important for things that require attention
Usability
Determines how well a user is able to use a system to accomplish their tasks
Non-usability important dimensions
Functionality, Privacy/security, Overall reception - targeted to the right audience, reliability, uptime
10 Usability Heuristics for UI Design
Visibility of system status, Match with real world, User control and freedom, Consistency, Prevent user errors, Recognition over recall, Flexibility and efficiency, Aesthetic and minimalist design, Help users recover from errors, Help and documentation
What is a slip (in context of learned)?
Failure to correctly execute a learned procedure when intending to perform a specific action.
What are the types of slips?
Capture slip, Description slip, Mode error.
Capture slip
When two actions start the same way
Description slip
When two processes are very similar (high similarity)
Mode error
When same action has different meaning depending on mode (typing password with Caps Lock on)
Mistake
Errors made when a person believes they are taking the correct action, but their judgement or understanding is flawed
User-engaged methods
Participant observation, Interviews, Contextual Inquiry
Participant Observation
Empathize with the people and things that are important to them, Fly on a wall
Interviews
Collect first hand accounts of experiences, opinions, attitudes, perceptions. Ask open ended questions
Contextual Inquiry
Combines observations with self reports (from interviews), Study behavior in context and understand how context impacts interactions
User classes
Target audience groups
When to use Survey?
General public's perception
When to use Experience sampling?
The experience of specific moments in a real-world setting
When to use Contextual inquiry/direct observation?
When observing a specific group of people doing something
Ethnography
Deep, nuanced understanding of a specific culture/group of people
Diary
For understanding long-term behaviors: habits, usage scenarios, attitudes and motivations
Graffiti Walls
Open and collaborative responses with spontaneous expression and creativity
Tasks
Refers to any activity that is usually observable and has a start and end point, towards a goal
Goal
Something a person wants to achieve
Task Analysis
Helps identify what your solution needs to support, Find the simplest, most efficient way to accomplish the tasks
Dark Patterns
UI designs that trick users into doing something they did not intend to do such as buying or signing up for something
Types of Dark Patterns
Nagging, Obstruction, Forced action, Sneaking, Trick questions, Sneak into basket, Roach motel, Privacy Zuckering, Price comparison prevention, Misdirection, Hidden costs, Bait and switch, Confirm shaming, Disguised ads, Forced continuity
Nagging
Ex: turn on notifications
Obstruction
Can't cancel or unsubscribe
Forced action
Cannot proceed without accepting certain things
Trick questions
enter info in a form that you did not intend
Sneak into basket
Site adds something to your shopping cart
Roach motel
Easy to get in, hard to get out
Privacy Zuckering
Tricked into publicly sharing more information about yourself than you intended to
Bait and switch
Start doing one thing but something else happens
Confirm shaming
Guilt the user into doing something
Forced Continuity
Free trial ends and charges credit card silently
Sketching
Design iteration that is quick, timely, cheap, disposable, plentiful
Why do we prototype?
Test interactions before building, Makes prototypes interactive without writing code, Easy to make, test, evaluate, and change
Low fidelity prototypes
Designer sketches with many details missing
High fidelity prototypes
Prototypes that look and feel more like the final product
Low fidelity Prototypes
Sketching and storyboarding, Paper prototyping, Wizard of Oz prototyping, Video prototyping
Wizard of Oz prototyping
Where user interacts with a computer system they believe to be autonomous but actually being operated/partially operated by unseen human.
Visual design
Graphic design, including decisions about colors, fonts, and white space.
Mental models
Beliefs people form about how systems work based on past experiences, assumptions, and knowledge.
5 visual design principles in UX
Balance, Golden ratio, Scale, Contrast, Visual hierarchy.
Balance
Equally distributed amount of visual signal on both sides of an imaginary axis.
Golden ratio
a/b = (a+b)/a where a is larger than b.
Scale
Using relative size to signal importance and rank in a composition.
Contrast
Juxtaposition of visually dissimilar elements in order to convey the fact that these elements are different.
Visual hierarchy
Guiding the eye on the page so that it attends to design elements in the order of their importance.
Gestalt principles
Capture our tendency to perceive the whole as opposed to the individual elements.
Proximity
Objects placed together are perceived as a group.
Similarity
When items share superficial characteristics, we perceive them as grouped.
Continuity
Elements present in a line or curve are perceived to be related.
Closure
Even incomplete objects are perceived as whole.
Symmetry
humans tend to see visual elements as grouped when they are arranged symmetrically.
Gulf of execution
The difference between the user's intentions and allowable actions.
Gulf of evaluation
The amount of effort that the person must exert to interpret the state of the system and to determine how well their expectations and intentions have been met.
Miller's Law
The average person can hold 7 ± 2 items in their working memory at a time.
Chunking
Breaking content into smaller units to make it easier to process.
Hick's Law
The time it takes to make a decision increases as the number of options increase.
Fitt's Law
Models time to acquire targets in aimed movement, such as clicking on icons using a mouse.
Scientific method
Form hypothesis, collect data, analyze data, accept or reject hypothesis.
Hypothesis
Precise problem statement that can be tested with an empirical investigation.
Null hypothesis
Typically states that there is no difference between experimental treatments.
Independent variables or factors
The factors you are interested in studying or the possible 'cause' of the change.
Dependent variables
The outcome or effect that you are interested in.
Levels/conditions
Values an independent variable can assume.
Confounding variables
Any unaccounted for factors that could explain your results.