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participatory design, 306311,310t
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participatory design, 306311,310t participatory prototyping, 210 patenting, 179 patterns analyzing in observational data, 381-382
analyzing in questionnaires, 407 design, 272 PDAs, 463 perception, 76-78 design implications, 78 Perl, 276 personalization Nokia mobile communicator, 468 Philips mobile communicator, 478 personal workstations, 7 pervasive computing, 60,257 Phil, Knowledge Navigator agent, 160-161 Philips, mobile communicator design approach, 474-482 Philips Vision of the Future Project, 10 phone answering system (marble answering machine), as example of good design, 3-4 phone banking, 83-85 phone-based response system redesign, 482-489 photocopiers, 179-180 problems with, 1 PhotoFinder, 458459 physical constraints, 22 and evaluation, 340 Nokia mobile communicators, 470-473
physical design, 239,265-266 from conceptual model to, 64-68 guidelines and standards, 266-267, 268
icons, 270-271 information displays, 274-275 menus, 267-270 screens, 271-272,274 physical limitations, 286 physical model (Contextual Design method), 302,303,305 physicallvirtual integration, 63 PICTIVE (Plastic Interface for Collaborative Technology Initiatives through Video Exploration), 307-309 pilot studies in evaluation, 356 for refining structured interview questions, 394 in requirements identification, 217 pleasure factors, See user experience goals plug-and-play interfaces, % plug-ins, user frustration with, 151-152
pluralistic walkthroughs, 420,423 plus scenarios, 260-261 Pokemon, 157 POLITeam workspace system, 135 pop-up menus, 268 portal website, conceptual model, 56 Portholes, 126127,127 predictive evaluation, 449. See also GOMS model; keystroke level method
benefits and limitations, 453-454 defined, 343,344t Fitts' Law, 454-455 techniques applied, 347t predictive models<\#208>455 516 Index Presence Project, 212 primary users, 171 privacy protection in evaluation, 351-352,353,354 in observation, 378 probes, in semi-structured interviews, 394 problem solving, 88-89 design implications, 89 problem space, of interactive products, 36-39 process, of interaction design, See interaction design process process models, 183n. See also lifecycle models process-oriented conceptual models, 253,254-255 product design, relation to interaction design, 8 product-oriented conceptual models, 253,254-255 Project Ernestine, 453-454 project failure, reasons for, 203 project management systems, 123 prompting, in semi-structured interviews, 394 props, with data-gathering techniques, 210 prototyping, 64-65,169 compromises in, 246-248 in conceptual design, 262-265 and construction, 248-249 defined, 180,240-241 evolutionary, 248,249 high-fidelity, 245-246,246t, 263 horizontal and vertical, 248 HutchWorld case study, 325-326 iterative nature of, 239,247,248 low-fidelity, 243-245,246t, 249,263 notation formality of software, 222 observation for evaluation, 345 participatory, 210 Philips mobile communicators, 474-478
rapid, 195 reasons for doing, 241-242 role-playing walkthroughs, 210 scenarios as scripts for user evaluation, 261 and spiral lifecycle model, 188 throw-away, 248-249 and Usability Engineering Lifecycle model, 195 user involvement, 284 value of, 181 prototyping cultures, 247-248 proxy-users, 280 psychology, 6 relation to interaction design, 8 putting it into practice (Contextual Design method), 296 Python, 276 qualitative evaluations, 345 importance of, 387 quality, for choosing between alternative designs, 18&181 quantitative evaluations, 345 Questionnaire for User Interaction Satisfaction (QUIS), 402,404, 435
questionnaires administering, 404 data analysis, 407 design, 399-400 in evaluation pilot studies, 356 HutchWorld case study, 330 MEDLINEplus user testing, 435, 438
online, 405-407 question and response format, 400-403 in requirements activity, 211,213t, 215.217 usability testing technique, 340, 341,342 for user opinion solicitation, 346 user screening, 350 quick and dirty evaluation defined, 341,344t goals, 360 HutchWorld case study, 336 observation, 363,364 techniques applied, 347t user testing, 431 Quicken, 53 QUIS (Questionnaire for User Interaction Satisfaction), 402, 404.435
radio-frequency tags, 9 ranges, in questionnaires, 400-401 Rapid Application Development (RAD), 187,188-190 rapid prototyping, 195 Razor Freestyle Scooter, 67 Rea, 159 reading, 86-88 design implications, 89 realism, abstraction contrasted, 66-67 reasoning, 88-89 design implications, 89 recognition, preferred to recall, 27, 408
recycle bins, 57-58 redesign, phone-based response system case study, 482-489 reflective cognition, 74 REI.com, 416-417,422 reliability of evaluation data, 355 of observation data, 376t, 383 requirements activity, 64,201-202 balancing conflicting, 166 data gathering, 202-203,210-218, 213t
data interpretation and analysis, 202-203,219-221 defined, 204-208,236 essential use cases, 229-231 iterative nature of, 203 and lifecycle models, 186-188,195 mobile communicators, 463-464 for new Internet appliances, 191 and prototyping, 241 scenarios, 211,223-226 task analysis, 231-234 task description, 222-231 types of requirements, 205-208 use cases, 226-229 what, how, and why of, 202-204 requirements analysis, 204 requirements engineering, 204 requirements specification template, 238 retrospective interviews, 372 reviews, 408 rewarding activities, user experience goal, 18,19 rich descriptions, 380 risk analysis, and spiral lifecycle model, 188 Robertson, Suzanne, interview with, 236-238
role-playing prototyping walkthroughs, 210 Royal National Institute for the Blind, telephone design guidelines, 472 rules
for collaborative meetings, 121 level of guidance and terms used with, 28 for physical design, 268 safety, usability goal, 14-16 Salomon, Gitta, interview with, 31-33 Index 517 same-participant design, of experiments, 445446,446~ satisfaction, user experience goal, 18,19
scenarios. See also prototyping in conceptual design, 259-262 and functional requirements, 258
interviews for eliciting, 211 in pluralistic walkthroughs, 423 plus and minus, 260-261 in requirements activity, 223-226 usage, 467468 schedules, for meetings, 119-120 scope of evaluation, 356 of redesign, limiting, 489 Scout Modo, 12 screen design, 271-272,274 scripting languages, 276 scrollbar, conceptual model, 56 search engines, 89 background information on operation, 95 as interface metaphor, 55 secondary users, 171 Sellen, Abigail, interview with, 138-140
semantic differential scales, 401403
semi-structured interviews, 211 described, 394-396 sequence model (Contextual Design method), 301 seven chunks theory, 82 shared calendars, 120,121,252, 256 card-based prototype, 263-265 physical design, 269-271,275 task description and analysis, 222-234,258,259 shared external representations, 121-122,123 shared feedback, 127 Sherlock, 84 Shneiderman, Ben, interview with, 457459 shortcuts, 266,413 Shredit, 114t Silas The Dog, 157-158,161 simplicity, design principle, 27 Sims World, 67 single-dialog menus, 268 situated action and common ground theory, 136 sketching, for prototyping, 244 Smalltalk programming manual efficiency observation, 381-382 for prototyping, 245 smart (intelligent) fridges, 5,62 Smith, Gillian Crampton, interview with, 19&199 soap opera online community, 371-372 social environment, 207 social mechanisms in collaboration, 106-128 in patient support communities, 325,334-335 social sciences, 6 relation to interaction design, 8 software bots, 155 software development ethnographic studies, 288 heuristic evaluation. 343 lifecycle models in, 187-192 Microsoft's synch-and-stabilize process, 183,184-185 prototyping in, 241,245-246,248 prototyping vs. specification cultures, 247-248 relation to interaction design, 6,8 requirements, 205 software inspections, 346 software reviews, 346 software upgrades evaluation, 323 evolutionary vs. revolutionary, 102
user frustration with, 150,152 sounds, 143 spaghetti code, 248 speaking, 87-89 design implications, 90 specification culture, 247 speech act theory, 130 speech recognition, 88 scenario applications, 262 spiral lifecycle model, 187,188 spoken messages, 143 spreadsheets, 51-53 stakeholders conflict resolution, 236-237 defined, 171-172 discussing ideas with, 241,250 needs identification, 203 prototypes for discussing ideas with, 241 and quality of design, 181 and requirements activity, 214, 215,216-217 scenario construction, 223, 259-260
and WinWin spiral lifecycle model, 188 standards, 408 for evaluation, 323 for physical design, 268 usability principle, 27 Star interface, 53,55,430,431 Star lifecycle model, 192-193 state charts, 221 statistical analysis experiments, 431,457-458 observation, 381 questionnaires, 407 Steelcase showroom, 32 stock exchange dealers, 290 storyboards, 64,243-244 for incident analysis, 382-383 as prototypes, 241,243-245 structured interviews, 211 data analysis, 398 described, 394 structured tasks, Hutchworld case study, 328,331-333 style guides, 267,268 subjective evaluations, 345 SUM1 (Software Usability Measurement Inventory), 407 summative evaluations, 323 Swim Interaction Design Studio, 11, 31
synch-and-stabilize process (Microsoft), 183,184-185 synchronous communication, computer-mediated, 112t synthetic characters, 157-158 system status visibility, 27 tabs (ubiquitous computing device), 61,62
talking, 107-110 tangible bits, 61,62,63,257 task allocation, 258 task analysis, 231-234,259 early focus on, 285,286 mobile communicators, 464 and screen design, 271 task description, 222-231 technical environment, 207 telephone design guidelines, 472 telephone interviews, 211,397 templates for diaries, 377 for requirements identification, 204-205,219 51 8 Index ten-minute rule, 16 tertiary users, 171 thick descriptions, 380 think-aloud technique, 365-368 data analysis, 381 Third Age suit, 251-252 3D games conceptual model, 49 realism in, 67 3D rendering, 66-67 throw-away prototyping, 248-249 Tickertape, 127-128 ticket machines, 44 Tognazzini, Bruce, 219,321 tool support, 275 toolbars, 268 conceptual model, 56 touch, 77 training for ethnographic studies, 291, 293 for expectation management, 280-281 of experts to be evaluators, 411 training simulators, 7 transcription, of observational notes, 374 transparency, 94-95 transparent computing, 62 travel metaphor, problems of using, 59 triangulation, 335 TRIS redesign (IRS telephone response information system), 443,482-489 T-test, 457 typeface, 267 ubiquitous computing, 60,62,257 underwater PCs, 208 undo key, 266 universal usability, 459 Unix pipe symbol, 57 unstructured interviews, 211 data analysis, 392,398 described, 392-394 ethical issues, 392 upgrades, See software upgrades URLs, avoiding complex, 415416 usability aim of interaction design, 2 business case for good, 318 design principles, 2&27 and evaluation, 317-318 future issues, 458 terms used with, 28 trade-offs, 29,65 usability criteria, 18 usability engineering, 181-182,193, 1 95 and evaluation, 323,342 Usability Engineering Lifecycle, 193-196
usability engineers, 11 usability goals clarifying, 37 described, 14-18 and evaluation, 319-322,339 identification in design process, 170 level of guidance and terms used with, 28 Nokia mobile communicators, 469,470 overlooking, 36 Philips mobile communicators, 475
and requirements activity, 208 usability laboratories, 441-442 mobile, 365,442 usability principles, 26-27 level of guidance and terms used with, 28 usability requirements, 207-208 usability testing, 323 defined, 341-342,344t experiments contrasted, 457-458 HutchWorld case study, 328-334 observation, 359,363 techniques applied, 340,347t in TRIS redesign, 486-487 user screening, 350 usage scenarios, Nokia mobile communicators, 467-468 use cases, 226-229 essential, 229-231,258 and functional requirements, 258 use-oriented scenarios, 262 user abilities, 172-173,207. See also cognition and user-centered development, 286 user-centered development, 165,279 CARD approach, 307,309-311 defined, 285-287 ethnography applications, 288-306
iterative nature of, 285,462 methods compared, 210t participatory design, 306-311 PICTIVE approach, 211,307-309 and requirements activity, 203-204
user characteristics, See user abilities user control, 27,408 user environment design (Contextual Design method), 296
user-experience designers, 11 user experience goals clarifying, 37 described, 18-20 and evaluation, 322,339 identification in design process, 170 level of guidance and terms used with, 28 Nokia mobile communicators, 469,470 Philips mobile communicators, 475 and requirements activity, 208 user experiences, 6,319 understanding, 251-252 user freedom, 27,408 user frustration, 147-153 user interface builders, 276 user interface management tools (UIMs), 276 user interfaces. See also graphical user interfaces; interaction design
early history of, 7 with small number of keys, 470 user interface tools, 275-276 user involvement evaluation practical issues, 350 importance of, 280-285 negative effects of, 284 participatory design, 306-311 in user-centered development, 279,285-287 user need identification, 12,169, 202
iterative nature of, 203 and lifecycle model, 186 user needs, 172-173 and evaluation, 340 identifying, 12,169,202 user observation, See naturalistic observation; observation user opinions, 346,347t HutchWorld case study, 325,336 in quick and dirty evaluation, 341 Index 519 user profile, 207 user requirements, 207. See also requirements activity user roles, 230 users
artist-design approach to, 212-213
as codesigners, 279 on design team, 199,281 early focus on, 285 identifying, 171-172 as project team leaders, 282 user skills, 172-173,207 user studies, 340 described, 138-140 I user task performance modeling, 102. See also task analysis described, 346,347t scope, 356 I in usability testing, 342 user tasks, See task analysis user testing. See also experiments described, 346,347t, 429-431 ethical issues, 443 with heuristic evaluation, 426 Hutchworld case study, 327-334 MEDLINEplus, 432-438 Nokia mobile communicators, I 474
I number of users, 433,441 origins of, 431 process of, 438-443 reasons for investing in, 321 I in TRIS redesign, 443,485, 487488 usability testing technique, 340, 342 utility, usability goal, 14, 16 UTOPIA Project, 306-307 validity, of evaluation data, 355 variables, 430,443-445 V-Chat, 326,327 VCRs problems with, 1,17 using with Observer Video-Pro, 382-383
vending machines, 42-43,44 verbal communication, 106,119 vertical prototyping, 248 videoconferencing, 110,112t videophones, 110,112t, 115 video recording data analysis, 381-385 interaction logging with, 378 in observation, 365,369,374-377, 376t
in requirements identification, 218 Videowindow System, 116-117 virtual assistants, 155, 157 virtual bartenders, 157 virtual calculator, 58 virtual newscasters, 157,392-394 virtual pop stars, 157 virtual reality, 7 direct manipulation in, 48 physicallvirtual integration, 63 virtual talk-show hosts, 157 virtual worlds, 47 discourse analysis, 384 visibility, of system status, 21,408 VisiCalc, 51-53 vision, 76-77 Vision of the Future Project, 9-10 Visual Basic, 276 for prototyping, 245 voice intonation, 106 voice mail systems, as example of poor design, 2-3 voice-recognition menu-driven systems, 44 Volere requirements shell, 204-205, 219
Volere Requirements Specification Template, 238 walkthroughs, 420 cognitive, 420-423 pluralistic, 420,423 role-playing prototyping, 210 waterfall lifecycle model, 187-188 wearable computing, 60,6243,257 web-based questionnaires, 404-407 web browsers bookmarking, 37-38,80 conceptual model, 49 interface metaphors, 60 Nokia 9000 browser, 472473 web designers, 11 WebLog, 378,379 websites counters, 378 design, 273-274 design structure evaluation experiment, 447 future developments in, 427 heuristic evaluation, 412-417 optimizing for mobile communicators, 473 for selling clothes, 322 Webtrends, 378 web usage logging, 354,378-379 WetPC, 208 whiteboards, 124 widgets, 268 WIMP interfaces (windows, icons, mouse, and pull-down menus), 60,257
window managers, 276 Windows 95,184 design, 175 Windows environment conceptual model, 49 friendly interface agents, 143-144, 146 style guide, 267 toolbars, 143-144,146 Windows 95 design, 175 Winograd, Terry, interview with, 70-71
WinWin spiral lifecycle model, 188 wireless phones, See cell phones Wizard of Oz (prototyping method), 245
Woggles, 159 Wordperfect, Contextual Design application, 297-298 word-processing applications consistency of button design, 24 Contextual Design application, 297-298 evaluation, 322 evolution of, 174 Workaday World, 62,64,257 work-flow charts, 221 work flow model (Contextual Design method), 300 work modeling (Contextual Design method), 296,300-306 work redesign (Contextual Design method), 296 workshops, use in requirements activity, 213t, 214,217 World Wide Web, See websites Xerox Star interface, 53,55,430, 43 1 Download 0.54 Mb. Do'stlaringiz bilan baham: |
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