Everyday Design and Discount Usability Flashcards

1
Q

Affordances

A

are those properties of the object which give users clues as to how the device is used

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2
Q

Discoverable affordance

A

can be easily found/discovered when interacting with the object and then interaction reveals other affordances

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3
Q

Hidden affordance

A

automatic appliance
puzzle boxes
easter eggs

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4
Q

Learnable affordance

A

feedback –> discovery

  • glass breaks easily
  • puzzle pieces

the more natural an affordance the easy it is to learn

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5
Q

Mapping

A

ensuring a correlation between objects and the interface controlling them

mapping associates
a potential action with a
particular reaction

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6
Q

Transfer effects

A

people transfer expectations from known objects to similar new ones
Previous experience conflicts with new situation :(
Previous experience applies to new situation :)

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7
Q

what can mappings and affordances depend on

A

Experience
knowedge
culture

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8
Q

relationships between affordances and constraints

A

constraints limit affordances

  • helps user enter correct information
  • restrict the field of possible actions
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9
Q

Costs making up the cost of quantitative testing

A

administrative - many users, user incentives, hiring and training
Usability expert person hours - study design and execution, stats analysis
special equipment

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10
Q

costs making up the cost of qualitative testing

A

admin - user compensation, travel and time
usability expert person hours - interviews, transcriptiom analysis
specialized equipment

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11
Q

benefits of discount usability techniques

A

cheap - no special labs or equipment
fast - fewer tester involved
easy to use - taught within 2-4 hours

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12
Q

Discount usability techniques examples

A

cog walkthroughs
heuristic eval
crowd sourcing
system usability scale

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13
Q

Describe a cognitive walkthrough

A

detailed task with concrete goal
action sequences for completion of task

will the users know what to do
will they notice that correct action is available
will the user interpret the feedback correctly

what would cause problems and why

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14
Q

Outcome of cog walkthrough

A
Each assessor prepares a list of issues
-When did it occur?
-What happened?
-Severity
Compile all reports into one
-Note issues that occur frequently (more severe)
-Prioritize the issues to be addressed
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15
Q

Pros of heuristic evaluation

A

catch design flaws
no users required
performed by experts
easy and inexpensive

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16
Q

cons of heuristic evaluation

A

more difficult than seems
will interface address user goals
not just a checklist

17
Q

how to conduct heuristic evaluation

A

Small set (3-5) of evaluators (experts) examine UI:
check compliance with heuristics
different evaluators find different problems
evaluators can communicate afterwards to aggregate findings
designers use violations to redesign/fix problems

18
Q

10 Usability Heuristics

A
visibility of system status
match between system and real world
user control and freedom
error prevention
aesthetic and minimalist design
consistency and standards
flexibility and efficiency of use
recognition rather than recall
help and documentation
helo users recognize, diagnose and recover from errors
19
Q

4 steps of heuristic evaluation

A

Pre-eval training
Evaluation
- two passes - get feel for flow and scope and then focus on specific elements
- produce list of problems (each evaluator)
Severity rating - rank issues
Debriefing

20
Q

Why have multiple evaluations

A

one person will never be able to find all the problems in an interface

21
Q

Severity rating scale meaning

A

0 - violates heuristic but not at all a usability issues
1 - cosmetic - only fix if there is time available
2 - minor usability issue- fixing should be given low priority
3 - Major usability issue: high priority
4 - usability catastrophe: imperative to fix this before release

Used to allocate resources
Estimates need for more usability efforts
Combine frequency, impact, and persistence
Should be calculated after all evaluations are in
Should be done independently by evaluators

22
Q

What happens during debriefing

A

General discussion with evaluation participants
Brainstorm improvements to address major problems
Development team rates difficulty of fixing problems
Minimize criticism

23
Q

pros and cons of heurisric evaluation

A

1-2 hours per evaluator
Findings are straightforward
May miss problems or find “false positives

24
Q

pros and cons of user testing

A

Days or weeks of working with users
Requires interpretation of actions
Far more accurate: takes real users and tasks into account

25
Q

key features of system usability scale

A

each item rated on 5 point likert scale
alternate between positive and negative questions
scoring - scale position vs reverse scale position
Interpret distributions not scores – convert list of scores to percentile distributions
Feels quantitative (because there’s numbers) but still subjective

26
Q

when to use system usability scale

A
  • SUS is not diagnostic. That is, it does not tell you what makes a system usable or not.
  • SUS scores are not percentages, despite returning a value between 0 and 100
  • people’s subjective assessments may not be consistent with whether or not they were successful using a system.
  • Is SUS only for English speakers? Translations must be done with care and validated.
27
Q

when and how to use quick and dirty techniques correctly and efficiently

A
  • early design stages
  • recognize its limitations
    Not necessarily as comprehensive
    80% or “good enough”

For a real usability evaluation, you may consider alternating or combining quick and dirty techniques with more comprehensive studies