Some thoughts in terms of questions (or sub-parts of questions) for the April 6th midterm.


Create an HTML document that contains your first name, a photo or drawing that contains a turtle, and the words "HDCC106: Prototyping, Users, and Creativity" where the letters have been altered in some way (color, font, etc) by use of a style sheet directive.


Given these six cubemap faces, create an equirectangular with no gaps using any of the techniques we've seen.


Explain the concepts of task-centered design, user-centered design, and system-centered design. On a scale of 1 to 10 (1 being very low and 10 being very high) score each of the three in terms of their importance in the design process if our primary goal is usability.


Low-fidelity prototyping has advantages as well as disadvantages. (a) State and explain what you see as the two strongest advantages of using low-fidelity prototyping in general. (b) State and explain one potential disadvantage of low-fidelity prototypes.


You are being interviewed by Bank of America to be hired to help them address a problem they see themselves having with older customers. They have a feeling that older customers don't use ATM machines and the bank's web site because they are worried about making a mistake that will lose them money, or of somehow breaking the equipment.

They see this as a problem because it is more expensive for them to have to keep as many tellers on staff and available for longer hours, and if more of their customers used automated services, they (the bank) would save money.

Based on the techniques we discussed in class for gathering information about users and their actions, describe how you would approach this if you were hired. Give details, your job interview is riding on it!


Define each of the following terms within the context of this course and provide a practical example to help someone with no experience thinking about this would find easy to understand.

  • "visual affordance"
  • "transfer effect"


    Why is it better to present hand-drawn low-fidelity prototypes done in pencil than computer-drawn printouts that look as if they are screencaps when working with users to get ideas on design and feedback on initial designs?


    Given the following application domain (some specific one like the kiosk store would be provided):
    * Write three full task scenarios for that application.
    * Generate a list of 5-7 design implications and for what you see as the 3 most important of those, explain how they were generated from the scenarios and why you see them as important.


    There are people who say that technology can support creativity and those who say it can hinder it. Related to this is the "battle" between fully automated tools and those that require more user intervention and customization. Based on what we have discussed, seen, and done this semester, (a) either provide an example of how technology can hinder creativity or explain why that is not the case, and (b) provide your opinion on whether all tools should allow some level of user intervention and explain the reasons for that opinion.