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User experience (UX) designers/architects/researchers: who do all the above but who may also carry out ethnographic field studies to research into users need and convert them into actionable results
Chapter 5: Chapter 6:
Paradigms
A paradigms refers to a particular approach that has been adopted by the community of researchers and designers for carrying out their work, in terms of shared assumptions, concepts, values, and practices The predominant 80s paradigms was to design user-center application for the single user on the desktop Shifting in thinking occurred in the mid 90s Many technological advances led to a new generation of user-computer environment Effect of moving interaction design beyond the desktop resulted in many new challenges, questions, and phenomena being considered Ubicomp: one of the most influential developments was the birth of ubiquitous computing - Would radically change the way people think about and interact with the computer - Computers would be designed to be embedded in the environment - Major rethink of what HCI is in this context
Interface types
Command interfaces - Command line driven interfaces require the user to type in commands that are typically abbreviations. Then at the prompt symbol appearing on the computer display to which the system responds 1990s interfaces Advanced graphical interfaces - Extend how users can access, explore and visualize information. Designed to be used and viewed by: o Individuals o Group of users - Two major developments: 1) Multimedia Combines different media within a single interface, namely, graphics, text, sound, videos, animations, and links them with various forms of interactivity Many multimedia narratives and games have been developed that are designed to encourage users to explore different parts of the game or story by clicking on different parts of the screen. A combination of media and interactivity (t ng tc) can provide better ways to presenting the information that can either than one Ability to facilitate rapid access to multiple representations of information Users tend to be highly selective as to what they actually attend to promote fragmented interactions where only part of media is ever viewed dangerous. It is acceptable for certain kinds of activities One way to encourage more systematic and extensive interactions is to require certain activities to be completed that entail (di s n) the reading of accompanying (km theo) text, before the user is allowed to move on to the next level or task 2) Virtual environment Virtual reality (VR) and virtual environment (VE) are computer generated graphical simulations, intended to create the illusion of participation in a synthetic environment rather than external observation of such an environment
VR is the generic term that refers to the experience of interacting with an artificial environment, which makes it feel virtually VE is used to describe what have been generated using computer technology (although both terms are used interchangeably) Images are displayed stereoscopically to the users most common through shutter glass and objects within the field of vision can be interacted with via an input device like a joystick VRs/VEs provide opportunity for new kinds of experience which enables users to interact with objects and navigate in 3D space One of the advantages of VRs/VEs is that simulations of the world can be constructed to have a higher level of fidelity ( trung th c) with the object they represent compare with other forms of graphical interface The illusion afforded (c p cho) by the technology can make virtual objects appear to be very life-like and behave according to the laws of physics Another distinguishing feature of VRs/VEs is the different viewpoints they offer One of the challenges facing interaction designers is whether to use realism or abstraction when design an interface design objects either to give the illusion of behaving and looking like real-world counterparts or appear as abstraction of the objects being represented 3) Information visualization Is a growing field concerned with the design of computer-generated visualization of complex data that are typically interactive and dynamic The goal is to amplify human cognition, enabling users to see patterns, trends, and anomalies in the visualization and from this to gain insight To enhance discovery, decision-making, and explanation of phenomena Most interactive visualizations have been developed for use by experts to enable them to understand and make sense of vast amounts of dynamically changing domain data or information Common techniques that are used for depicting information and data are 3D interactive maps that can be zoomed in and out of and which present data via webs, trees, clusters, scatterplot diagrams, and interconnected nodes. Hierarchical and networked structures, color, labeling, tiling, and stacking are also used to convey different features and their spatial relationships The viewers can zoom in to parts of the visualization to find out more about certain data point, and also enable to see the overall structure of the entire data set
Which interfaces?
Provide different perspectives and corroboration of finding across techniques, thus leading to more rigorous and defensible findings 4) Pilot studies Is a small trial run of the main study make sure the proposed method is viable before embarking in the real study Plan for data gathering should be tested by doing a pilot study before launching into the main study
Data recording
Which data recording techniques are used will depend on the context, time available, and the sensitivity of the situation; the choice of data recording techniques will have an impact on how intrusive the data gathering will be There are three approaches: 1) Note plus still camera: o Is the least technical way of recording data. o It can be difficult and tiring to write and listen or observe at the same time o It is easy to lose concentration, biases creep in, and handwriting can be difficult to decipher o The speed of writing is limited o 2) Audio plus still camera y Allow observers to e more mobile y Allow interviewers to play more attention to the interviewees rather than try to take note as well as listen y Transcribing a lot of audio data is time-consuming 3) Video y Has the advantage of capturing both visual and audio type y A further problem with using video is that the attention becomes focus on what is seen through the lens easy to miss other things going on outside the camera view