3 - Task Descriptions Flashcards
(24 cards)
For Task-Centred Design, what are scenarios and tasks?
informal narratives/stories to reprsenent groups
What is task decomposition?
structured way to formalize and break a task down to steps and components
What is the point of a scenario?
an informal narrative story to give a description on how a task is accomplished
- focus on how people accomplish a task, NOT the technology
- reduces hand-waving so examples have to be concrete and specific about use
How to create a scenario?
- focus on what someone wants to do, not how they do it
- dont focus on tech and dont assume things about interface
- be specific, describe a complete job
How do you come up with ideas?
in the world for the system you are desinging:
- collect examples from existing systems (webpages)
- collect things that irritate you
- collect things that seem really good
- brainstorm in groups and chat with others
Why should you sketch your ideas?
- early ideation allows risk-taking and exploring variations
- allows you to think through ideas
What should you do in group brainstorming?
- be visual
- defer judgement
- get lots of ideas
- encourage wild ideas
- buil on others
- one conversation at a time and stay focused on the topic
What are some examples of prototypes?
screen sketches, storyboard, powerpoint, video, lump of wood, carboard mockup
What is a prototype?
A prototype expresses and realizes a design concept for the purposes of tring it out for communication.
They are fast, dispoable, and focused, and made to communicate, persuade, and get feedback
Why is prototyping used?
They promote reflection, clarify requirements, explore alternatives, and are for initial user testing
What are some things to prototype?
1) general concept
2) screen layouts + info display - placement of widgets
3) work flow, task design - sequence of steps to achieve task
4) critical areas
5) possible technical issues
List the prototyping phases in order as well as some examples for each
low fidelity - brainstorm, sketch
medium fidelity - evaluation and redesign
high-fidelity - usability testing and redesign
working - alpha/beta tests
Why make low-fidelity sketches?
- they’re cheap, fast to make
- can explore alternatives without getting stuck on technical details
- users usually comment on designs that are less “finished”
Describe the sketching approach and its pros
- forces you to visualize how things come together
- communicates ideas to others
- drawing ability is irrelevant
- they are disposable, you don’t get attached
- you get a sense of openness and freedom, don’t worry about the technical details
Describe the storyboard approach and its pros
- make keyframes as sketches to illustrate a sequence
- team can evaluate the direction of interface
- convey context of use, focus on key states and not details
Describe the paper prototype (hand-drawn) approach and its pros
- interactive, elements can be added/modified
- used to explore/refine specific ideas and interactions
What are some challenges for low-fidelity prototypes?
- sometimes hard to fake/simulate behaviour
- can miss nuances of actual tech
- client may be confused with why its rough
- hard to gauge how hard things would be to program
What is the difference between a horizontal and vertical prototype, and a scenario?
horizontal - wide range of features without full implementation of any
vertical - select features are “implemented” all the way through
scenario - script of a particular, fixed use of a system
Describe the mock-up tool approach and its pros
- use powerpoint/photoshop, etc. to simulate specific interaction scenarios
- helps convey a specific look and feel
Describe the Wizard of Oz approach and its pros
- problem is that it’s difficult to prototype some functions
- we fake it, make the interaction as authentic as possible
- user doesnt know its faked
What are some issues with high-fidelity prototyping?
- feedback is often minimal and detail-oriented
- a bit more complete so users are reluctant to challenge designer
- people may think it’s real
Describe the Video prototype approach and its pros
- you dont need to be physically present, just a video
- powerful and convincing since it can look perfect
- however, constrains you to a limited scenario and no interaction
What are the advantages and disadvantages of lo-fi prototyping?
advantages:
- cheap, fast, can simulate actual product, great way to communicate, encourage criticism
disadvantages:
- slow response time, poor error checking, cant get feedback about aesthetics, user may question design quality, limited for usability, testing
What are the advantages and disadvantages of hi-fi prototyping?
advantages:
- better sense of finished product, interactive, able to judge aesthetics, realistic, more convincing
disadvantages:
- users may focus on unnecssary details, takes time to make, users make lose track of big picture