Study Guide (UX - UI)
Study Guide (UX - UI)
Prototyping
Study Guide
UX/UI and Prototyping
● User Interface
○ For the user to have a good experience it must be
■ Easy to use
■ Make the user feel good
○ Combinations of features and emotions
■ Nathan Shedroff’s model
● The model helps us understand and differentiate a set of core
meanings that describe how people interact with others and the
world in the deepest, most meaningful ways possible
●
○ How does the user decide to load the information?
○ Attention resources
■ First, the user sees stimuli (uses sensory organs/receptors)
■ The user uses four different attention resources
● Perception (the first step after getting the stimuli)
● Decision and Response Selection
○ Either put in their working memory or to continue to
response execution
● Working Memory (the user decides if they want to add it to their
long term working memory)
● Response Execution
■
● Font size is tied into perception and emotional response
○ If font is small, then it’s upsetting and annoying
○ If font size is big we can see it and we are happy
○ Has to be related to the targeted group
■ Older people may need a larger font
● The best scanning pattern is the F-pattern, especially for text-heavy sites
○ Another scanning pattern is the layer cake pattern
● Scanning headers and pictures while ignoring ”text” chunks
● Fitts’ Law
○ States that the amount of time required for a person to move a pointer (e.g.,
mouse cursor) to a target area is a function of the distance to the target divided
by the size of the target.
○ Thus, the longer the distance and the smaller the target's size, the longer it takes.
● Blocking user journey
○ You download an app to find a reservation and you can’t find anything, that is an
example of blocking
○ Another blocker is that you call the restaurant and it’s fully booked, the fact that
you can’t book a table blocks you from continuing
○
○ Influencing factors:
■ Luminance strength at the surrounding
■ Luminance strength of the display
● Display: Strong contrast between the
background and the figure
●
● “Loud” background (textures, patterns)
damage the readability of the information
●
■ Age
■ Contrast strength
● Color Vision
○ There are three types of cones for three different wavelengths
■ Blue (short)
■ Green (medium)
■ Red (long)
○ Other colors are perceived through different combinations of stimulation levels of
the three cone types
○ Excitatory and Inhibitory connections between 3 cones types
○ Color blindness
■ Monochromatic
● A person who has no cones, or only one type of cone
■ Dichromatic
● A person who has one dysfunctional type of cone
○ Most common type: Lack or red sensitive cones
○ Display design has to take color blindness into account
■ Most common color blindness: RED and GREEN.
○ Use of colors and displays
■ Pros
● Easier target detection
● Easier to perceive connection between distant objects
● A good muli-coding system combined with share, size, and
location
■ Cons
● Might be confusing (5 colors and up)
● Doesn’t provide absolute hierarchy
○ Ways to color code
■ Color + Position
■ Color + Direction
■ Color + Shade
● Auditory perception
○ Auditory stimuli: Better alert systems
■ Faster reaction time than visual stimuli (sound is faster than light)
■ Perceived without overloading the already busy visual system
■ No need to direct attention or sensory organs in a specific direction
○ When should we use visual displays?
■ Attention to hazard must be drawn immediately
■ The user is on the move
■ The message is short and clear
○ Sounds waves characteristics
■ Frequency (Pitch)
■ Amplitude (Loudness)
● Visual Scanning
○ The best scanning technique is the F pattern
○ Top Down vs. Bottom Up
■ Top Down
● Goal-driven attention
■ Bottom Up
● Stimulus-driven attention
● Pattern and Shape Perception
○ Gestalt (The whole is other than its parts)
■ Law of Proximity
● The law of proximity states that objects place in proximity to
one another will be seen as a group rather than as individual
parts
■ Law of Similarity
● States that we perceive elements as a group if they are
similar in shape, size, solar, or other characteristics
■ Law of Closure
● States that when we look at a complex arrangement of visual
elements, we tend to look for a single, recognizable pattern
■ Law of Similarity
● Elements that are similar to each other tend to be perceived
as a unified group
■ Law of Continuity
● We are more likely to see continuous and smooth following
lines rather than broken or jagged ones
○ Retrieving information
■ Multi-store model
■ Rule of Sevens
● The Magical Number 7, plus or minus 2:
○ Some limits on our capacity for processing information
○ Miller's Law states that the number of objects an
average person can hold in working memory is
about seven, also known as The Magical Number
Seven, Plus or Minus Two.
■ Chunking
● For example, phone numbers in Israel
○
■ Icons and Memory
● Part of retrieving information is icons that we see
○ Recognition vs. Recall
■ Recognition refers to our ability to “recognize” an event or piece of
information as being familiar, while recall designates the retrieval of
related details from memory.
■
○ Learnability
■ Beginners, Intermediates, and Experts
■ Design should be for everyone
● Support the transition from beginner to intermediate
● Be helpful to the intermediates
● Be appealing and updated for the experts
■ UX design implementations
● Be very mindful about the first few learning trials
● Make a clear differentiation between “zero training” system
for others
● Consider what happens after a few steps of learning curves
● Don’t assume that “the user will understand, then perform
perfectly”
○ Making displays more memorable
■ Bolding
■ Underlining
■ Color it
■ “Recently viewed”
● Human Attention
○ Selective Attention
■ The Filter Model
● First, we get sensory input, then we have the initial
processing, then we filter to a higher level of processing until
we achieve a response
●
○ Selective Attention and Design
■ How to help users stay focus
● Minimal number of elements on each page
● Important information should be placed above the fold
● Layout should encourage scanning and scrolling down
○ Divided Attention
■ Unitary Capacity Model
● Mental tasks require investment of resources (effort,
attention)
● The amount of effort that can be put in at a time is limited
● Some tasks require more effort than others (memorizing,
processing, acting under time pressure)
○ Attention is reflected in allocating resources for
different tasks
○ When the resources allocated for the task are not
sufficient-task performance will deteriorate
● Theory limitations of the Model
○ 4-tasks test (A,B,C,D)
■ Task A: Verbal Memory Task
■ Task B: Spatial Memory Task
■ Task C: Manual Tracking Task
■ Task D: Abstract Memory Task
○ Testing the validity of the “Single Resource Theory”
■ Multiple Resource Theory
● Humans have multiple attention resources with different
properties
● Each task requires a certain pattern of attentional resources
● The more similar the resources required to perform two
tasks
○ The more that they interfere with each other
● Mental Models
○ What is a mental model?
■ Mental models are what the user believes about how the user
experience works.
● The way we interpret what we see.
■ Mental models are constructed in a user's brain and are based on
what they know from past interactions with other products, sites,
and applications.
○ What is a mental model for a user?
■ A rich and elaborate structure reflecting the user’s understanding
of:
● What the system contains
● How it works
● Why it works that way
○ Why are they so important?
■ They reduce workload
■ The help diagnose malfunctions and different system models
■ They help plan a course of action
■ They help anticipate different action outcomes
■ Many of them allow for affective troubleshooting
○ Decoding mental models
■ Clues:
● Verbal reports
● Behavioral patterns
● Eye movements
● User errors
■ Knowledge elements:
● Understanding
● Response-transformation rules
● Anticipation
● Mapping
○ Acquiring Mental Models
■ Experience leads to the acquisition of circumstantial mental models
■ Higher experience = more abstract models
■ Theoretical study helps
○ Failures in Acquiring Mental Models
■ An error in operating the system may lead to the creation of a
wrong mental model if not showing satisfying feedback
■ The interaction of the proposed system does not represent the
correct conceptual model
■ If the theoretical and experiential components are not connected,
the operator will find it difficult to choose the appropriate
circumstance models
○ Pros of Mental Models
■ Rapid learning of the system (familiar content world)
■ Uniformity in the system
○ Cons of Mental Models
■ The metaphor does not always match the conceptual model
■ It complicates certain processes
■ The metaphor is sometimes irrelevant
○ Visual representation of Mental Models
■ Affordance
● How to use the product
■ Visibility
● What is it used for
○ Good visibility will support the creation of a correct
mental model of the system
■ You can tell at a glance what condition it’s in
and what this thing can do
● Building a Concept
○ Main components
■ Navigation Models (actions)
■ Data Models (objects)
■ Dialogue Style (appearance and interaction)
○
● Star
○ Relatively simple systems
○ No single action sequence
○ Wide range of users
■ Ie: app store (can also be considered as
hierarchy).
○
● Tree
○ Hierarchical
○ A complex system
○ Clear hierarchy of operations
○ Experienced users
○
● Network
○ Expert user
○ Flexible flow of action
○ Various use case scenarios
○
● Global
○ Consistent across the website
○ Allows access to the menu from anywhere in the site
○
● Associative
○ Associative links connecting different pages in the site
with no regularity
○
● Primary and Secondary
○ Hierarchical
○ Secondary menu opens with a mouse click, or a
mouse over
○
■ Navigation Tools
● Breadcrumbs
○
● Tabs
○
● A-Z
○
● Tag Cloud
○ A tag cloud is a list of tags, where the font size of
each tag is larger or bigger depending on its weight
● Page navigation
○
● Site Map
○ Birds eye view of site (ie: table of contents)
○
○ Dialogue Style (appearance and interaction)
■ Common Dialogue Styles
● Question and Answers
● Filling out forms
○ I.e. Signing in or creating an account
● Direct manipulation
○ I.e Excel
● Selecting from menus
○ I.e Choosing from excel menu (which opens a new
pop-up of options)
● Command line
○ I.e Code
● Dialogue boxes
○ I.e Selecting a new feature which opens a new box
options
● Emotions
○ The Circumplex Model of Emotions
●
○ Design Tools of Building an empathy map
■ Text
○ Easy Rules to Follow:
■ Be careful not “overdoing”
■ Be very clear
■ Use everyday phrasing
■ Be short
■ Try to be personal
● “You” is better than “Can be Done”
■ You are doing branding all the time
■ Graphics and animations
● Creative and full of surprises creates positive emotions
■ Apps as humans
● Computers as social actors
■ Trust
● Rely on the actions of others (ratings)
● I.e. Shipment time of arrival brings trust
■ CRR
● Cost, Risk, Reward
■
○ Research objective
■ What you want to achieve through this research
● For example, “to enhance retention in my app”
○ Research questions
■ Specific, focused on understanding a particular question
● For example, why do people leave me in this stage of the
funnel?
■ Research questions are not the questions you are going to ask
your users
● Will only refer to:
○ “What the researcher wants to learn from this
research”
○ Think Aloud
■ Slips
● Clicking the wrong key
● Scrolling to the other side
● Any “operational” failure
● Typically, single action oriented
■ Mistales
● Navigating the wrong path
● Not understanding something
○ Choosing the User
■ Need to pick the right “tool” for the job (the question)
● Interview
■ Persona, assumptions, and research
● Observation
■ How do they feel?
● Questionnaire
○ Normative vs. Description
■ A descriptive statement gives an account of how the world is
without saying whether that's good or bad.
■ A normative statement expresses an evaluation, saying that
something is good or bad, better or worse, relative to some
standard or alternative.
● Usability Testing (goes with UXR)
○ What is usability?
■ The extent to which a system, product or service, can be used by
specified users to achieve specific goals with effectiveness,
efficiency, and satisfaction in a specified context of use
■ Usability is not a feature of the product
■
○ What is User Experience?
■ A person’s perceptions and responses that result from the use
and/or anticipated use of a system, product, service
○ Three components of usability:
■ Effectiveness
■ Efficiency
■ Satisfaction
○ You can’t assume a (strong) connection between attitudes and behaviors
○
○ User research is a critical tool for any UX designer
■ UX design research is part of the UX designer’s toolbox
○ What are the cases in which no user research is done:
■ In Israel
■ Early-stage startups
■ Big technical oriented companies
■ UX department is under the development department
○ Moderated Usability Testing
■ Techniques
● Moderated vs. Unmoderated
● Remote vs. local
● Concurrent think aloud vs. retrospective think aloud
■
■ Use 5 participants in the study
● 1st step:
○ List the types of people you want to include
○ List the types of people you want to exclude
● 2nd step:
○ Screening questions (screening questionnaire)
■ Don’t reveal research goals
■ Use open-ended questions for excluding
participants
○ Try asking for behaviors
● 3rd step:
○ Define tasks you are going to test
■ Can it answer your questions?
■ Will it cover your research questions?
■ Have you developed it so you can test it/do you
have a mock up?
○ Typical mistakes:
■ No clear end goal for the user
■ Unreasonable/non realistic task
■ Providing info which isn’t there
■ Use system’s terminology
● 4th step:
○ Define parameters
■ Forces your customer to define your performance
parameters to its product
■ Forces you to define what is “acceptable”
● 5th step:
○ Write down instructions for the user
■ Try to provide the exact amount of information
■ Be good and honest
■ Don’t reveal your specific research questions
■ Make them feel comfortable
■ Be aware to cultural differences
● 6th step:
○ Creating an observation
■ I.e. satisfaction questionnaire (Which better fits
your opinion)
■ Use the Likert scale
■ Questions based on research questions
■ Use both positive and negative questions
■ Don’t be too long
■
■ Tips for Unmoderated
● Be very specific
● Provide needed background
● Remember you’re not there
● Pay attention to follow up questions
● Record what they say
■ It is usability testing
● Remote
● Done without the researcher present in most of the testing
● Typically done using remote UT tools
■ UT High Level View
●
○ Difference between Moderated vs. Unmoderated
■
● Diary Study
○ A diary is a user's self-reporting tool.
■ Contextual - happens in a user’s natural environment.
■ Qualitative
■ Longitudinal - designed for long run measures
○ Enables us to learn how people actually live
■ How they use products
■ How they live their daily life
○ Pros:
■ No fly on the wall
■ Be there without being there
■ Less influence and biases
■ Great for learning about diversity
■ Capturing “moments”
○ Cons:
■ Require high commitment by the participants
■ Not so great for specific usability questions
■ Takes time
○ Capturing “moments”
○ When should they report:
■ Event-driven: When specific events happen
■ Interval/time-driven: at certain time intervals
■ Sporadic (by you): you ask for logging in at a certain point
○ Motivating your participant
■ More money/reward needed
●