3 - Task Descriptions Flashcards

(24 cards)

1
Q

For Task-Centred Design, what are scenarios and tasks?

A

informal narratives/stories to reprsenent groups

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2
Q

What is task decomposition?

A

structured way to formalize and break a task down to steps and components

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3
Q

What is the point of a scenario?

A

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
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4
Q

How to create a scenario?

A
  • 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
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5
Q

How do you come up with ideas?

A

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
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6
Q

Why should you sketch your ideas?

A
  • early ideation allows risk-taking and exploring variations
  • allows you to think through ideas
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7
Q

What should you do in group brainstorming?

A
  • 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
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8
Q

What are some examples of prototypes?

A

screen sketches, storyboard, powerpoint, video, lump of wood, carboard mockup

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9
Q

What is a prototype?

A

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

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10
Q

Why is prototyping used?

A

They promote reflection, clarify requirements, explore alternatives, and are for initial user testing

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11
Q

What are some things to prototype?

A

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

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12
Q

List the prototyping phases in order as well as some examples for each

A

low fidelity - brainstorm, sketch

medium fidelity - evaluation and redesign

high-fidelity - usability testing and redesign

working - alpha/beta tests

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13
Q

Why make low-fidelity sketches?

A
  • they’re cheap, fast to make
  • can explore alternatives without getting stuck on technical details
  • users usually comment on designs that are less “finished”
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14
Q

Describe the sketching approach and its pros

A
  • 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
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15
Q

Describe the storyboard approach and its pros

A
  • 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
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16
Q

Describe the paper prototype (hand-drawn) approach and its pros

A
  • interactive, elements can be added/modified
  • used to explore/refine specific ideas and interactions
17
Q

What are some challenges for low-fidelity prototypes?

A
  • 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
18
Q

What is the difference between a horizontal and vertical prototype, and a scenario?

A

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

19
Q

Describe the mock-up tool approach and its pros

A
  • use powerpoint/photoshop, etc. to simulate specific interaction scenarios
  • helps convey a specific look and feel
20
Q

Describe the Wizard of Oz approach and its pros

A
  • 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
21
Q

What are some issues with high-fidelity prototyping?

A
  • feedback is often minimal and detail-oriented
  • a bit more complete so users are reluctant to challenge designer
  • people may think it’s real
22
Q

Describe the Video prototype approach and its pros

A
  • 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
23
Q

What are the advantages and disadvantages of lo-fi prototyping?

A

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

24
Q

What are the advantages and disadvantages of hi-fi prototyping?

A

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