cs449/649: human-computer interactioncs449/s19/lecture 13... · 2019-06-05 · site/app flows user...

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CS449/649: Human-Computer Interaction Spring 2019 Lecture XIII Anastasia Kuzminykh and Edward Lank

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Page 1: CS449/649: Human-Computer Interactioncs449/s19/Lecture 13... · 2019-06-05 · Site/App Flows User Flows Goal - to optimize users ability to accomplish a task with the least amount

CS449/649: Human-Computer Interaction

Spring 2019

Lecture XIII

Anastasia Kuzminykh and Edward Lank

Page 2: CS449/649: Human-Computer Interactioncs449/s19/Lecture 13... · 2019-06-05 · Site/App Flows User Flows Goal - to optimize users ability to accomplish a task with the least amount

Sketches Mockups Wireframes

Static representations of the product

Visualization

Create Design Ideas

Page 3: CS449/649: Human-Computer Interactioncs449/s19/Lecture 13... · 2019-06-05 · Site/App Flows User Flows Goal - to optimize users ability to accomplish a task with the least amount

Image: https://brainhub.eu/blog/difference-between-wireframe-mockup-prototype/

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Matt Sclarandis’s Weather App Wireframe on Behance

Wireframe Mockup

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Page 6: CS449/649: Human-Computer Interactioncs449/s19/Lecture 13... · 2019-06-05 · Site/App Flows User Flows Goal - to optimize users ability to accomplish a task with the least amount

Site/App Flows User Flows

Goal - to optimize users ability to accomplish a task with the least amount of steps. Communicates transitions

The path a user follows through an application. Does not have to be linear, can branch out

What pages/screens are needed Microinteractions and responses to user’s actions and errors

Which pages/screens should link to each other

Help to design a navigation experience Often attached to personas

Help to analyze the efficiency of a task

Prototype DesignCreate Design Ideas

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Information Architecture - structural design of shared information environments

Prototype DesignCreate Design Ideas

Richard Saul Wurman

Users flow through your product

Catalog user’s information

Presentation of the information

Decision driving function

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Knowledge Organisation

Taxonomy Folksonomy Domain Analytics Approach

Prototype DesignCreate Design Ideas

Page 9: CS449/649: Human-Computer Interactioncs449/s19/Lecture 13... · 2019-06-05 · Site/App Flows User Flows Goal - to optimize users ability to accomplish a task with the least amount

Knowledge Organisation

Taxonomy Folksonomy Domain Analytics Approach

Prototype DesignCreate Design Ideas

Practice of classification based on hierarchical relationship.

Parent-child hierarchies

Practice of classification based on non-hierarchical relationship.

Public tags and their frequencies

Practice of classification based on sociological - epistemological view.

Indexing to fulfill a task by specific group

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Open Card Sort:

Participants get a stack of cards

Participants sort cards into groups

Participants label groups

Closed Card Sort:

Participants get a stack of cards

Participants sort cards into groups the researchers created

1 2

1 2 3

Page 11: CS449/649: Human-Computer Interactioncs449/s19/Lecture 13... · 2019-06-05 · Site/App Flows User Flows Goal - to optimize users ability to accomplish a task with the least amount
Page 12: CS449/649: Human-Computer Interactioncs449/s19/Lecture 13... · 2019-06-05 · Site/App Flows User Flows Goal - to optimize users ability to accomplish a task with the least amount

Sketches Mockups Wireframes

Static representations of the product

Visualization

Create Design Ideas

Page 13: CS449/649: Human-Computer Interactioncs449/s19/Lecture 13... · 2019-06-05 · Site/App Flows User Flows Goal - to optimize users ability to accomplish a task with the least amount

Prototype Design

Prototypes - interactive design model of the product

Low-fidelity High-fidelity Sketches Mockups Wireframes

Static representations of the product

Testing and EvaluationVisualization

Create Design Ideas

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Prototype Design

Prototypes - interactive design model of the product

Low-fidelity High-fidelity VS

Page 15: CS449/649: Human-Computer Interactioncs449/s19/Lecture 13... · 2019-06-05 · Site/App Flows User Flows Goal - to optimize users ability to accomplish a task with the least amount

Prototype Design

Prototypes - interactive design model of the product

Low-fidelity High-fidelity

Breadth - number of covered features

Depth - degree of functionality

Appearance - building means

Input methods - device mediation

VS

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Prototype Design

Prototypes - interactive design model of the product

Low-fidelity High-fidelity

Tangible & Testable Artifacts

Low-tech High-tech

Partial functionality “Full” functionality Simulated interaction True interaction

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Socio-cultural context

Motivation not to use

Motivation to use

Set of beliefs & knowledge

Behavior around the problem

Translating problems

Personas

Speak users language

Exploratory study

Elaborate with your participants

Participatory design

Working around paper prototypes

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Prototype Design

Paper Prototypes

Early feedback Experiment with alternatives

Lo-fi appearance /

input Interactive

Simulation of a back-end

Hi-fi depth / breadth

Big picture focus