CMSC 434 Midterm Topics General Outline
You can use this as a guide, but this overview outline
is not necessarily exhaustive or in the exact order of
presentation and discussion.
- Lecture Topics
- Introduction
- Advances in technology versus in humans
- Problems with so-called Waterfall model
- Iterative interface design process (cyclical)
- Design
- Implement
- Evaluate
- Psychology of Everyday Things
- Design versus user error
- Examples of poor design and consequences
- Lessons and goals of good design
- Value of understanding human psychology
- Task and User Centered Design
- Interaction of needs and abilities
- System-centered design
- Technology-driven motivations
- Arguments against system-centered
- Task-centered design
- Real people, real workflows, real tasks
- Creating task/usage/experience scenarios
- Validating (and rewriting) tasks
- Using scenarios to help guide design
- Walkthrough using scenario
- The need to prioritize tasks
- User-centered design
- Considering abilities, needs, context, tasks
- Involving the users
- Premises behind user-centered design
- Levels of user involvement
- Participatory design advantages
- Avoiding the illusory customer
- Usability
- Example metrics of success
- Time to learn
- Retention over time
- Performance speed (productivity)
- Error rates
- Subjective satisfaction
- Prototyping
- Need to identify intended users and tasks
- Part of iterative design process
- Considering workflow in prototyping
- Spectrum of prototypes
- Low fidelity prototyping
- Paper-based approach
- Psychology of pencil sketches
- Storyboarding
- PICTIVE
- Physical simulation and playtending
- Concept of a fail-fast phase
- Low/Medium hybrid fidelity prototyping
- Reasons not to start here
- Photo-based scketches
- Scripted simulations
- Living mock-up videos
- Medium fidelity prototyping
- Computer-based prototypes and purpose
- Variety of tools
- Still a "code built isn't meant for final product" stage
- Reasons not to start here
- Horizontal prototype concept
- Vertical "drops" in a prototype
- Use of scenarios
- Wizard of Oz technique
- Design Psychology, Representation, Manipulation
- POET principles and related concepts
- Affordances/Visibility/Signifiers
- Constraints
- Mappings
- Causality/Feedback
- Transfer effects
- Consistency and Cultural standards
- Mental Models / Conceptual Models
- Comfort and Undo
- Understanding the brain
- Visual structures
- Metaphors, "look and feel"
- Understandable actions
- Cultural standards
- Conceptual/cognitive models
- Direct manipulation
- Defining a target audience
- Things that can make design challenging
- Concepts of joy-centered design
- Evaluation: Qualitative Methods (NOTE: Depending on how far we get.)
- Introspection method
- designer-based
- user-based (for conceptual model extraction)
- Direct observations
- Simple observation
- Think-aloud
- Constructive interaction
- Data collection approaches
- Query-based
- Interviews
- Retrospective testing
- Surveys and questionaires
- Other sources of information
- Homework 1 and 2
- Project Phases 1.1, 1.2, 1.3
- Project Phase 2.1
- In-class exercises
- Required readings
- Design of Everyday Things,
Prototyping for Tiny Fingers,
Technology Affordances, etc.
on ELMS
- Getting to Know Users and Their Tasks
Web Accessibility