exam 1 grade distribution and answers
DESCRIPTION
Exam 1 Grade Distribution and Answers. IS 485, Professor Matt Thatcher. Mean:81.24 Std Dev:12.59 Median:83. Min:42 Max:95. Design. Prototype. Evaluate. Waterfall vs. Prototyping. Initiation. Application Description. Analysis. Requirements Specification. Design. System - PowerPoint PPT PresentationTRANSCRIPT
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Exam Distribution
0
1
2
3
4
5
95 - 100 90 - 94 85 - 89 80 - 84 75 - 79 < 75
Exam Grade
Nu
mb
er
of
Stu
de
nts
Mean:81.24
Std Dev: 12.59Median: 83
Min: 42Max: 95
3
Waterfall vs. Prototyping
Application Description
RequirementsSpecification
SystemDesign
Product
Initiation
Analysis
Design
Implement
DesignPrototype
Evaluate
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Problems with WF WF lacks user’s perspective
– technology-driven– focus is on the “client”, not the “user”– does not involve user until “implementation” stage
» sees user role as finding “bugs” in the code or other minor problems
WF has no feedback (sequential, not iterative)– groups “hand off” discrete deliverables to the next group in
the WF process» functional specs are frozen early in the process
– high cost of fixing errors » increases by factor of 10 at each stage » iterative design finds these earlier
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Measuring Usability Easy to learn
– how long does it take for typical users to learn relevant tasks?
Easy to remember– how easy is it to remember from one session to the next?
Efficient to use– how long does it take to perform benchmark tasks?
Minimal error rates– how many and what kinds of errors are commonly made?– if they occur, is good feedback provided so users can recover
High user satisfaction (subjectively pleasing)– confident of success– visually pleasing
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Design Model and User Model
Design Model User Model
System UI
Users gets model from their background, experiences and the design elements of the UI
What if design & user models don’t match?
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Summary(continued)
Design Model User’s Model
System UIDesigner’s UI
design choices
User sees the design choices
User interprets UI elements based on her
characteristics and experiences
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Make Things Visible (1/2)
Affordances– physical properties (shape, texture, color, etc.) of an
object that show functionality– appearance indicates how the object should be used
without the need for words, labels, instructions, etc.– the user know what to do instinctively– examples: chair, scissors, staple remover, “buttons”
(clickable), knobs, doors, British Rail partition
Complex things may need explaining, but simple things should not
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Provide Good Metaphors Use of a concept or word from one setting
(e.g., real world) to convey meaning in another (e.g., digital world)– physical analogies (e.g., trash, spreadsheet, file cabinet)– cultural standards (e.g., color, words)
Help reduce cognitive load for user Use of metaphors in design should be
based on an understanding of user’s model Communicate that metaphor to the user
through the UI
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Design Specialties
Information Architecture– encompasses
information & navigation design
User Interface Design– also includes testing &
evaluation
Information Architecture
User InterfaceDesign
Usability Evaluation
Information Design
Navigation Design
Graphic Design
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Physiology of the Eye Lens is not color corrected
chromostereopsis, produces 3D effect
White Light
Lens
Retina(separated wavelengths)
14
Physiology of the Eye Composition of the eye
(retina), wavelength sensitivity
65%
2%33%
RodsB&W
Conescolor
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The Aging Process Lens tends to yellow and absorbs
shorter wavelengths– causing increased insensitivity to blue
Fluids in the eye suffer from reduced transparency– Perceive a lower level of brightness
Implications– don’t rely on blue for text or small objects– older users need brighter colors
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Heuristics of Good GUI Design(Jakob Nielsen)
H2-1: Visibility of system status H2-2: Match between system and real world H2-3: User control and freedom H2-4: Consistency and standards H2-5: Error prevention H2-6: Recognition over recall H2-7: Flexibility and efficiency of use H2-8: Aesthetic and minimalist design H2-9: Help users recognize, diagnose, and recover
from errors H2-10: Help and documentation
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Task Analysis Questions Who is going to use system? What tasks do they perform? What new tasks are desired? How critical are the tasks? How often do the users perform the tasks? What are the time constraints on the tasks? How are the tasks learned? Where are the tasks performed? How do users communicate with each other? What happens when things go wrong?
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Contextual Inquiry Way of understanding users’ needs &
work practices Master – apprentice model allows user to
teach us what they do!– master does the work & talks about it while working– we interrupt to ask questions as they go
The Where, How, and What expose the Why
“Think aloud” and “probing questions”
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Principles Context
– go to the workplace & see the work as it unfolds– people summarize in interviews, but we want details
Partnership– master-apprentice relationship, yes; other models,
no» avoid interviewer/interviewee (stops work)» set expectations at the start
– partnership allows more apprentice interaction» alternate between watching & probing (withdraw and
return)
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What Should Scenarios Look Like?
Say what the user wants to do (the goal), but not how the user would do it– allows comparison of different design alternatives
Scenarios should say who the users are– name names (John Berry)– characteristics of the users (e.g., job title)
Should be specific, short, and in the user’s words– forces us to fill out description with other details that become
important– provides enough information to complete the goal (e.g., John wants
to purchase a blue polo shirt - size medium - for less than $50.00. Please help him find a product that matches this description and purchase it.)
Should describe a complete job
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