CMSC 434 Final Topics General Outline
Use this as a guide; the outline is not necessarily exhaustive and
is not in order of presentation (similar topics are clustered in this
list).
I. Lectures
A. Psychology of Everyday Things
- Good and bad designs
- Pathelogical examples
- Design -vs- User Error
- The ultimate goal of good design
- The role of user-friendly terminology
B. Task-Centered Design
- Develop examples
- Use tasks in design
- Validate and rewrite tasks
- Prioritize
- Create low level prototype
- Walkthrough using scenario
C. User-Centered Design
- Waterfall model
- System centered design
- Usability
- Ease of learning
- Recall
- Productivity
- Minimal error rates
- High user satisfaction
- Participatory design
D. Prototyping
- Low fidelity prototype
- Paper-based
- Storyboarding
- Physical simulation
- Tutorials and manuals
- Medium fidelity prototype
- Computer-based prototypes
- Vertical
- Horizontal
- Scenario
- Throw-away, incremental and evolutionary integration
- Wizard of Oz
E. Qualitative Methods for Usability Evaluation
- Introspection method
- Conceptual model extraction
- Direct observation
- Simple observation methods
- Think-aloud
- Constructive interaction
- Interviews
- Retrospective testing
- Questionaires/surveys
- Continuous evaluation
F. Design Psychology, Representation, Manipulation
- Metaphor, cognitive model, look and feel
- POET principles
- Cultural standards
- Target audience
- Things that make design hard
- Different representations for data
- Metaphor pros and cons
- Direct manipulation
G. Elements of UI Design
- Metaphor, cognitive model, look and feel
- Components of visual language
- Layout
- Typography
- Imagery
- Sequencing
- Visual identity
- Animation
- Color and texture
- Visual Consistency
- Navigational cues
- Legibility and Readability
- Levels of abstraction
- Idioms
H. Graphical Screen Design
- Components of visible language
- Use of grids
- Visual Consistency
- Relationships between screen elements
- Navigational Cues
- Legibility and readability
- Imagery
I. Web Design
- Breadth -vs- Depth
- Navigation -vs- Content
- Seller -vs- Buyer
- Colors, images and information scent
- Issues with download time, browser versions and screen resolution
- Content formats
- Frames (pros/cons)
- Protoype and framework modeling
- Universal accessibility
J. Heuristic Evaluation
- Design principles and usability heuristics
- Discount usability engineering
- The heuristic evaluation process
- The phases of heuristic evaluation
- How to perform evaluation
- The use of severity ratings
- The nine heuristics
K. Time Predictions
- Fitt's Law
- Keyboard Level Model
L. Quantitative Evaluation
- What types of things are tested via quantitative evaluation?
- What is the experimental design process?
- What is an experimental hypothesis?
- What is the experimental method?
- What are independent variables? What are dependent variables?
II. Other sources of information
- Homework assignments.
- Projects.
- Class examples and exercises, and discussion points raised during the
project presentations.
- Design of Everyday Things -
Chapter 1 (required reading) [log into
ELMS
before
clicking the link]
- Lewis/Rieman Chapter 2 - Getting to Know Users and their Tasks (required reading)
- Rettig -
Prototyping for Tiny Fingers (required reading)
- Book chapters that were parallel to our class topics (these were
optional).
- Material from lecture slides. The only exception to this
is that I will not ask you about the statistical analysis details
(eg: T-Tests and how to use them).
Web Accessibility