What are the six stages of a usability test, according to Steve Krug?
- Welcome
- The questions
- The Home page tour
- The tasks
- Probing
- Wrapping up
What are the strengths and weaknesses of the following approaches:
Evolutionary design: Simply further develops what is already there.
Expert review: Knowledgeable people decide what is best for the rest of us.
Task modeling: Analyzes the tasks a user needs to complete in order to reach a goal
Agile software development: A fast and flexible approach to software development
Usability: A method of assessing the quality of an interactive design.What is the role and importance of stakeholders in a UXD process? What tool can be used to track stakeholders' interests? Draw an example, showing the axes and key categories.
In a UXD process, stakeholders are who you are designing for and who should be considered if the project is to be a success. It is important to identify all the stakeholders and consider their interest or power for the project.
An influence/interest grid could be used to track stakeholders’ interest.
What is the firm "Keep It Usable"s preferred method of finding out about user experience? What is the characteristic of this approach? [you may wish to use your textbook's glossary in answering this].
Their preferred method is ethnographic-style research. In this approach, researchers observe and interview users in their environment in an everyday context. It shows a more natural interaction with the product or service being tested, and gives a truer reflection of the user experience.
What is the most surprising thing you learned from the User Experience Machine graphic?
- 95% of website visitors leave before making a purchase
- 83% leave a website due to poor user experience
- Spend just 10% of your budget on UX improve conversion by 83%
- 73% expect apps to be easier to use than websites
- 74% of users are more likely to visit a mobile-friendly site
- 66% download an app based on recommendation.
What is Heuristic Analysis? Give good examples of three of the heuristics you've found in an app you regularly use.
Heuristic evaluation is a usability engineering method for finding problems in a user interface design so that they can be attended to as part of an iterative design process.
The 10 heuristic principles are:
- Visibility Of System Status
- Match Between System & The Real World
- User Control & Freedom
- Consistency & Standards
- Error Prevention
- Recognition Rather Than Recall
- Flexibility & Efficiency Of Use
- Aesthetic and minimalist design
- Help Users Recognize, Diagnose, & Recover From Errors
- Help & Documentation
Reiterate Project 4.1 Assignment
Bill Moggeridge from Objectified
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| https://vimeo.com/48488802 |
Designing Interactions (book)
http://www.designinginteractions.com/
Discuss Methods
Methods, choose relevant methods, such as those from the dSchool Bootcamp Bootleg document (page numbers (in parentheses)). Note: methods without page numbers will be introduced in class.
Research Context
- Adopt the Seven Mindsets (on third actual page of PDF)
- Assume a Beginner’s Mindset (p. 6)
- Literature Survey from https://books.google.com/books/about/Universal_Methods_of_Design.html?id=uZ8uzWAcdxEC
Empathize
- Extreme Users (p. 11)
Observation
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| https://vimeo.com/7099570 |
- Physical Traces
- Environmental Behavior
- User-Camera Study (p. 8)
- Shooting Video (p. 42)
- Video Editing (p. 43)
Interviewing
- Interview Preparation (p. 9)
- Interview with Empathy (p. 10)
Define
- Saturate and Group (p. 14)
- Composite Character Profile [Personas] (p. 17)
- Impose Constraints (p. 32)
Ideate
- Brainstorming (p. 28)
- Facilitate a Brainstorm (p. 29)
- Selection (p. 30)
Prototype and Test
- Prototype for Empathy (p. 33)
- Prototype to Test (p. 34)
- Testing with Users (p. 35)
- User-Driven Prototyping (p. 38)
In-class exercise:
Meet, as a group, with your Mentor and discuss your choice of non-profit with her or him.
Assignment for Wednesday, 4 November at 11:59 pm
- Project 4.1 due










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