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Controls and Inputs

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Designing for interaction, 2nd edition, by Dan Saffer

This is a partial summary of Chapter 7 "Refinement" of Dan Saffer's book "Designing for interaction, 2nd edition".

The full summary is composed of four parts (check them out as well):

  1. The Law and Principles of Interaction Design
  2. Frameworks
  3. Documentation and Methods of Refinement
  4. Controls and Inputs

Controls

Most designs have some sort of visible controls to manipulate the features of the product (exception: voice and gestural interactions). Controls provide both the affordances needed to understand what the product is capable of, and the power to realize that capability. Some basic controls:

  1. Switch - toggle on / off
  2. Button - toggle button or that automatically resets (ex: keyboard)
  3. Radio button - allows users to select items in a set - used to constrain selection
  4. Dial - allows users to select a setting along a continuum or to choose between different settings or modes. Dials can move freely, or simply turn from an established point to other established point on a wheel. These points are called "detents". Some dials can be pushed in / pulled out (on / off).
  5. Latch - opens an otherwise tightly closed area. Useful for keeping some parts hidden or safe until needed. (ex: to open a battary compartment on a phone.
  6. Slider - like dials (but linear) - used for subtle control. Sliders with more than one handle can be used to set a range within a range.
  7. Handle - a protruding part of an object that allows it to be moved or resized (ex: handle on digital window).
  • Physical-only controls: jog dial, joystick, trackball, 5-way.
  • Digital-only controls: checkbox, twist, scroll bar, drop-down menu, multiple-selection list (or list box), text box, spin box. The combination of controls and the system response is called a widget. All applications and devices are made uop pf widgets.

Non-traditional Inputs

  1. Voice - (ex: Siri) A device typically has to be redy to receive voice commands.
  2. Gestures - (ex: Wii, smartphone accelerometers, Microsoft kinect) Issues to be aware of:
    • physiology and kinesiology - limitations, such as "gorilla arm"
    • presence and instruction - letting users know a gestural device is there and how to use it (ex: hands-free paper towel dispenser)
    • avoiding "false positives" - avoiding unintentional human movements
    • matching gesture to talk - figuring out the best motion to trigger an action
  3. Presence - (ex: automatic lights). Challenge: determine how and when a user can become "invisible" to presence-activated systems.

References and further readings

Designing for interaction, 2nd edition, by Dan Saffer

This is a partial summary of Chapter 7 "Refinement" of Dan Saffer's book "Designing for interaction, 2nd edition".

The full summary is composed of four parts (check them out as well):

  1. The Law and Principles of Interaction Design
  2. Frameworks
  3. Documentation and Methods of Refinement
  4. Controls and Inputs

Documentation and Methods of Refinement

Each document produced should take the project one step closer to completion. Methods to refine (improve) the design of a product:

  1. Scenarios - stories about what it will be like to use the product or service once it has been made. Protagonists - personas. running each persona through a "fist-time use scenario" can reveal how to tailor the final design to appeal to and work for each persona.
  2. Sketches and Models - visualizing concepts and ideas (currently - with physical tools and drawing surface). Most helpful when the ideas are still being formed to help clarify and communicate them.
  3. Storyboards - image panels with accompanying text that can be drawn directly from scenarios. Helps to illustrate the product/service in use and key moments of an action.
  4. Task Flows - putting tasks (defined in task analysis) into a sensible order/flow. Helps to see where the users will have to perform certain actions, where the decision have to be made and helps to clarify implementations of controls.
  5. Use Cases - UML (for developers). Explains in plain language what a certain function does and why. Time consuming, but good for breaking down tasks and showing what the system will have to support. Form of a use case:
    1. A title - should be descriptive
    2. The actors - who is performing the function? (ex: user, system)
    3. The purpose - what is this use case meant to accomplish and why?
    4. The initial condition - what is happening when the use case starts?
    5. The terminal condition - ...ends?
    6. The primary steps - discrete moments in this piece of functionality.
    7. Alternatives - other use cases that may consider the same functionality.
    8. Other use cases used - the ones that this use case is built upon (if there is).
  6. Mood Boards - means for designers to explore the emotional landscape of a product. Collage of images, words, colors, typography and others (audio, video..).
  7. Wireframes - set of documents that show structure, informations hierarchy, controls and content. The most important document that interaction designers produce when working on product. Designers need to accomodate the needs of various audiences, who want to see different things in the wireframes:
    • Clients - how design meets their business goals.
    • Developers - how the product works (ex: what happens when an error occurs, so that they know what to code).
    • Visual/industrial designers - what visual/physical elements need to be designed (ex: types of buttons).
    • Copywriters - what they need to write (ex: help texts, manuals..)
    • Designers - to remember details (ex: why there are two buttons instead of one for a certain feature).
    Wireframes have three main areas:
    1. The Wireframe itself - a detailed view of a particular part of a product. Three factors:
      1. Content (ex: text, movies, images, icons, "placeholders" if the content is not ready yet)
      2. Control / functionality (ex: buttons, sliders, input boxes, knobs and accompanying labels and feedback to those controls)
      3. Navigation (ex: methods, such as hyperlinks, drop-down menus, toolbars with widgets and complex manipulations)
    2. Annotations - brief notes to understand not just what the feature (ex: button) does, but also why it is there. Wireframe objects that should be annotated:
      • Controls (ex: what happens when a button is pushed)
      • Conditional items (objects that change based on the content)
      • Constraints (anything with a business, legal, logical or technical constraint, ex: the longest length of a password allowed)
    3. Wireframe Metadata - information about the wireframe. Every wireframe sould include the following:
      1. The designer's name
      2. The date the wireframe was made or changed
      3. The version number
      4. What has changed since the last version
      5. Related documentation (ex: business requirements, technical specs, use cases.. with specific page number)
      6. Unresolved issues
      7. A place for general notes
  8. Service Blueprint - "wireframes" for services. Two major elements:
    1. Service Moments - discrete moment that can be described (ex: customer pays).
      • There can be multiple designs for each moment (ex: pay with cash, debit, credit).
      • Which touchpoint is or could be used during each service moment? (ex: a sign listing the costs of services and an attendant who takes the customer's money). All of these elements should be designed.
      • Each moment should have visual representation (sketch, photograph).
      • What service elements are affected: the environment, objects, process, people invilved.
      • Designers should especially look for service moments that can deliver high value for low cost.
    2. Service Strings - putting concepts for various service moments together to form "storyboard / scenario" that demonstrate what the pathways through the service will be. Big idea for the service in written and visual form.

References and further readings

Frameworks

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Designing for interaction, 2nd edition, by Dan Saffer

This is a partial summary of Chapter 7 "Refinement" of Dan Saffer's book "Designing for interaction, 2nd edition".

The full summary is composed of four parts (check them out as well):

  1. The Law and Principles of Interaction Design
  2. Frameworks
  3. Documentation and Methods of Refinement
  4. Controls and Inputs

Frameworks

"Every product needs a framework: an actual or metaphysical structure that defines the product and integrates the content and functionality into a unified whole." There are three main kinds of frameworks that can be applied to a product:

  1. Metaphor.
    A way for users to understand abstract concepts (ex: GUI, dashboards and control panels)
  2. Postures.
    Common types of structures for the design of software (called by Alan Cooper):
    1. Sovereign: for complex, large and that take up a large portion of the screen when in use (ex: Ms. Word).
    2. Transient: for temporary and light applications that use only a small amount of screen estate (ex: installers, widgets, calc)
    3. Daemonic: for the ones that mostly run in the background (ex: anti-viruses, Growl). The controls are mostly limited to setup and configurations.
    4. Parasitic: for applications that supplements another application or service. (ex: Tweet-Deck)
  3. Structure.
    Layout of panels in the application, interplay between hardware and software. Methods to determine the structure:
    1. Functional Cartography: determine the location of functional pieces of the product. Designers need to decide on if the controls for the functionality are analog (ex: physical buttons), digital (onscreen controls) or a hybrid (ex: soft keys). It should be documented in order to help designers with sketching, modeling and prototyping. Factors considered when deciding on the cartography:
      • Context: where and when will the functionality be used?
      • Priority: how important is this functionality?
      • Cost: how much is it gonna cost?
      • Ergonomics: what is the easiest to use for the users?
      • Aesthetics: does it match the overal design?
      • Tangibility: how tactile does it need to be?
    2. Site / Screen / State Maps: determine how the pieces of functionality flow and how users navigates between them (ex: site maps on the web - accessed by hyperlinks) in order to unify the product.
      • The organization of the content is the discipline of Information Organization.
      • State - particular moment in the interaction:
        1. Initiation: default state - how does it look like, what to do in order to change it?
        2. Activation: what happens during the action (ex: while the item is dragged)
        3. Updates: state after the user finished an action.
      • Mode - general condition that allows for different functionality / states to be accessed. (ex: "editing" mode)

References and further readings

Designing for interaction, 2nd edition, by Dan Saffer

This is a partial summary of Chapter 7 "Refinement" of Dan Saffer's book "Designing for interaction, 2nd edition".

The full summary is composed of four parts (check them out as well):

  1. The Law and Principles of Interaction Design
  2. Frameworks
  3. Documentation and Methods of Refinement
  4. Controls and Inputs

Introduction

  • Refinement of design concepts is about:
    • making smart, deliberate choices about how the concept would work and could be built given the known constraints
    • using the known laws of interaction design to guide design choices
    • putting in the right affordances and feedback so that users can create the right mental model of the product in order to properly use it.
  • "Constraints define the product more than one cares to admit. The best designers are those who can juggle the most constraints." Some of the constraints can be: time, money, technology, business needs, user needs, context, tools, teams, you.

The Law and Principles of Interaction Design

All projects should follow general principles and fundamentals of Interaction Design:

  1. Direct & Indirect Manipulation.
    Digital objects can be manipulated 2 ways:
    1. Direct manipulation - introduced by Ben Schneiderman in early 80s. Manipulation directly on an object (with mouse, fingers). Mimics an action from similar object in physical world. More easily learned and used.
    2. Indirect manipulation - manipulation through other means that isn't directly a part of the digital object to alter that object (menus, keyboard shortcuts, etc.)
  2. Affordances.
    Introduced by James Gibson in 1966, spread into design by Don Norman in 1988. Propert(ies) that provide(s) some indication of how to interact with an object or feature. Interaction design - providing affordances so that the features and functionality of a product can be discovered and correctly used.
  3. Feedback & feedforward.
    1. Feedback - indication that something has happened. Designer's task is to design the appropriate feedback, how quickly the product or service will respond and in what manner. Latency - the time between an action and the product's response. Responsiveness of the product can be: immediate, stammer, interruption, disruption.
    2. Feedforward (called by Tom Djajadiniiigrat) - knowing what will happen before you perform an action. It allows users to perforin an action with confidence. Examples - messages ("Pushing this button will...") or cues such as hypertext links with descriptive names instead of "here".
  4. Mental Model.
    User's internal understanding of how a system works, which may or may not reflect how the thing actually works. Mental models are constructed by users from cues provided by the designer in the form of affordances, feedback and feedforward. More info in Don Norman's book "The Psychology of Everyday things".
  5. Standarts.
    Interface standards. "Obey standards unless there is a truly superior alternative" - Alan Cooper.
  6. Fitt's Law.
    Introduced by Paul Fitts in 1954. The time it takes to move from a starting position to a final target is determined by two factors: the distance to the target and the size of the target. Three implications for interaction design:
    1. Clickable objects must be reasonable size (esp. true for touchscreens - the smaller the object, the harder it is to select.
    2. Edges & corners are huge targets and good place for menu bars & buttons.
    3. Context menus next to object can be reached more quickly than pull-down menus.
  7. Hick's Law / Hick-Hyman Law.
    The time it takes for users to make decisions is determined by the number of possible choices they have: "..user will more quickly make choices from one menu of 10 items than from two menus of 5 items each". Decision time depends on number of choices, familiarity with choices, format of choices.
  8. Magical number 7.
    Introduced by George Miller in 1956. Short term memory works best with 7 items +/- 2. If exceeds - cognitive overload - people begin to make mistakes.
  9. Tesler's Law of the Conservation of Complexity.
    There is point beyond which you can't simplify further. Designer's goal - shift complexity to the software. (ex: autocomplete)
  10. Poka-Yoke Principle ( = "avoiding errors").
    Introduced by Shigeo Shingo in 1961. Put constraints on products to prevent errors, forcing users to adjust their behavior and correctly execute an operation.
  11. Errors.
    System should present error message only when the system failed. It should provide a way to fix the error, or provide information why the error occurred.
Twitter overload error.

References and further readings

Brainstorming / Ideation

House M.D. - brainstorming
  • Generate MANY concepts as rapidly as possible.
  • Sketch - "..because of the limitations of today's available technology, brainstorming should never be done digitally; it should be done with paper, pencils, pens, markers, and possibly whiteboards and sticky notes."
  • Doesn't have to be limited to designers only. All othere stakeholders should participate.
  • "Rules" of brainstorming:
    1. There are no bad ideas.
    2. Stay focused.
    3. Don't spend a lot of time on any one idea.
    4. Use the whole room.
    5. No multitasking.
  • Start with a warm-up exercise - association game, mind maps. Point is to get brains, hands, and mouths engaged.
  • Set aside a fixed amount of time. Allow breaks. Ideal to spread brainstorming over several days.
  • Set aside most of what you know about the technical, user, or business constraints.
  • Focus points to brainstorm around:
    1. Pain Points: part of the process or activity is problematic or difficult.
    2. Opportunities: known places for innovation
    3. Process Moments: known steps in the activity
    4. Personas: focusing on addressing the direct expectations, motivations, and behaviors of one particular persona.
    5. Metaphors: sometimes, the oddest metaphors will uncover a previously unthought-of direction for the design.
  • Brainstorming techniques for interaction designers:
    1. Brainwriting: one person writes down or sketches the beginning of an idea. Others continue the idea one by one.
    2. Break the Rules: figure out how to break the constraints.
    3. Force Fit: distilling the problem down to two words that are in opposition, ex "intense peace."
    4. Poetry: reduce the problem down to a short poem. Makes you figure out what is most important.
    5. Questioning: start with a very general concept and keep asking two questions: how and why.
    6. Laddering: moving "up" to a level of abstraction or moving "down" to something concrete
    7. Swiping: stealing the best ideas from another field or domain.
    8. Bizarro World: inverting everything: opposite product, good is bad..
  • Organizing concepts. Picture from Dan Saffer's book.
  • Organizing the concepts: cluster, name, and sort all the ideas you've created so that it is easy to examine and discuss them.

Design Principles

  • "Mantras", "a set of phrases designed to help guide design decisions throughout the remainder of the design process - and even beyond, after the product launches."
  • Almost as design requirements, except they are general statements that should apply across the project. If you can't apply it to more than one feature, it's probably a requirement, not a principle.
  • Design principles are a combination of:
    1. What is known about the users, the context of use, and the design strategy.
    2. The best ideas that emerged from brainstorming.
    3. What the designer thinks is necessary for a successful project
  • The best design principles are:
    1. Pithy: a short phrase.
    2. Memorable: funny, witty, and provocative statements
    3. Cross-feature: should be applicable across the product
    4. Specific: easy to Use is not a design principle.
    5. A differentiator: if they can be applied to a competitor, then they probably aren't specific enough.
    6. Non-conflicting: with each other
  • You can use design principles as a measuring stick against the concepts you've generated to see which ones best fit.

References and more info

Research Methods in Psychology

All sciences require evidence based on careful observation and experimentation. To collect data systematically and objectively, psychologists use a variaty of research methods:

  1. Naturalistic Observation:
    • Systematic study (of animals or human behaviour) in natural setting.
    • Advantages: behaviour observed is more natural, spontaneous and varied than that observed in a laboratory. Provides new ideas and suggests new theories.
    • Limitations: no control (to stop), observer bias (expectations or biases of the observer), results should not be generalized, takes lots of time, presence of observation may alter participants' behaviour.
    • Best practice: team of observers, study is videotaped.
  2. Case Studies:
    • Detailed description and analysis of one or a few people. Variety of methods used to collect information.
    • Advantages and best practice: good for special cases (ex: brain-damaged patients). Useful for forming hypothesis.
    • Limitations: observer bias, results should not be generalized, time-consuming.
  3. Surveys:
    • Questionnaires or interviews, such as polls prior to an election. Provides raw data to describe beliefs, opinions and attitudes.
    • Advantages: can generate a lot of information for a fairly low cost
    • Limitations and best practice: questions must be constructed carefully as to not elicit dishonest answeres, sampling group should be selected with care.
  4. Correlational research:
    • Research technique based on the naturally occurring relationship between two or more variables
    • Advantages: used to make predictions, such as the relation between SAT scores and school success
    • Limitations: cannot be used to determine cause and effect
  5. Experimental Research/Method:
    • Research technique in which an investigator deliberately manipulates selected events or circumstances and then measures the effects of those manipulations on subsequent behavior.
    • Components of an Experiment:
      1. Participants or subjects
      2. Independent variable (IV): Cause (hypothesis), variable that is manipulated by the experimenter
      3. Dependent variable (DV): Effect (result of experiment), variable that is measured by the experimenter
      4. Experimental group: Receives treatment
      5. Control group: Does not receive treatment, but is the same in every other way
    • Advantages: the only research method that can be used to determine cause and effect; can explain behaviour
    • Limitations: artificiality of the lab may influence participants' behaviour; unexpected/uncontrolled variables may confound results; many variables (love, hartred, grief) cannot to controlled and manipulated, ethical issues.
  • Multimethod Research: Studies often combine several methods
  • The Importance of Sampling in Research
    1. Sample: Small representative subset of a larger populationpopulation
    2. Random sample: Every subject had equal chance of being selected
    3. Representative sample: Characteristics of participants correspond to larger population

Ethics and Psychology

  • The first code of ethics was published in 1953
  • After Milgram's Obedience to Authority Experiment (1963) a new code of ethics on psychological experimeentation was approved.
  • The APA code of ethics requires that:
    1. Researchers obtain informed consent from participants
    2. Participants must be informed of nature of research. Deception about the goals of research used only when absolutely necessary.
    3. Risks and limits on confidentiality must be explained.
    4. Deception cannot be used about aspects of research that would affect participant's willingness to participate
    5. If participation is a course requirement in an academic setting, alternative activities must be offered
  • Researchers are required to follow goverment's set of regulations conserning the protection of human participants in all kind of research

References and more info

Heuristic analysis

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Ground yourself at the beginning of a project by:

  1. Understanding the current state of a design
  2. Understanding key competitors
  3. Conducting Stakeholders* interviews
  4. Conducting Heuristic analysis

Heuristic analysis

  • Heuristics: "rules of thumb" (best practice) for design
  • Heuristic analysis:
    1. Is: a review of a product against a set of rules (heuristics) for usable design
    2. Used to: evaluate the usability on an existing design. Not a replacement for a true user research. Provides general understanding and helps to identify potential design issues.
    3. Applied to: existing, redesign, competitor
    4. Conducted by: experts
    5. Also called: heuristic evaluation, expert review
  • Heuristic analysis report includes:
    1. heuristics violated (problem area),
    2. descriptions,
    3. impact/importance ratings,
    4. recommendations (for improvement)
  • Heuristic analysis process:
    1. Background check on the product
    2. Choose heuristics, e.g. Nielsen's (see his book "Usability Engineering")
    3. Conduct analysis on prioritized sections of the design
    4. Share results with your team and primary stakeholders

Notes

  • *Stakeholder: anyone who has a significant interest in an enterprise. For example:
    1. Your bosses (Specialists in UXD, ID, HCI, psychology; Investors; Project Leaders)
    2. Development team (Programmers, engineers, etc.)
    3. End users (People who use the interface the most)

References

  1. Russ Unger and Carolyn Chandler "A Project Guide to UX Design: For user experience designers in the field or in the making" (2009), pp 70-73: Heuristic analysis
  2. Human-Computer Interaction & Cognition: reading list

Week 1: Introduction & Big Picture

  1. Unger & Chandler Ch1 (8 pages): The Tao of UXD [summary]
  2. Morris & Maisto Understanding Psychology (pp. xix-xxii, 4 pages): Learning methods and "how to be an A student" [summary]
  3. Bettson, "Concept to Code : Code literacy in UX" [html]

Week 2: ID/UXD Intro

  1. Saffer Ch2 (16 pages): The 4 approaches to ID [summary]
  2. Unger & Chandler (pp 70-73, 4 pages): Understanding the current state & heuristic analysis. [summary]
  3. Sharp, Preece, Rogers (2007) Interaction design. Ch. 1 (pp 15-33, 18 pages, section 1.4-1.6): "What is interaction design"
  4. Saffer Ch1 (29 pages): What is interaction design [incl. What, Why, and History of ID]

Week 3: ID Lifecycle Models & Hypothesis Testing

  1. Soudack, "Don't Test Users, Test Hypotheses" [html]
  2. Unger & Chandler Ch2 (pp. 9-11, 21-25, 7 pages): The Project Ecosystem [summary]
  3. Unger & Chandler Ch4 (10 pages): Project Objectives and Approach [incl. SWOT analysis, lifecycle models, waterfall & agile approach] [summary]
  4. Smith-Atakan Ch4 (11 pages): The user-centered design process
  5. Norman Ch7 (13 pages): User-centered design [incl. design guidelines, 7 principles for ID; "design for error"]

Week 4: Needs & Requirements ("Define")

  1. Morris & Maisto Ch1 (pp. 26-35, 10 pages): The science of psychology, incl. research methods in psychology & research ethics. [summary]
  2. Unger & Chandler Ch6 (pp. 85-94, 10/26p): User Research [incl. user groups & research approaches] [summary]
  3. Saffer Ch4 (30 pages): Design Research
  4. Saffer Ch5 (pp. 106-111, 5pages): Personas [summary]
  5. Gomoll 1992 (3 pages): Some Techniques for Observing Users [useful checklist before running userstudy]
  6. Unger & Chandler Ch5 (15 pages): Business Requirements
  7. Unger & Chandler Ch6 (pp. 95 - ?): User Research for details on different apporaches
  8. Unger & Chandler Ch7 (11 pages): Personas [summary]
  9. IAT201 informed consent form

Week 5: Research Methods; (Re)Design

  1. Saffer Ch6: Ideation and Design Principles (14 pages) [summary]
  2. Saffer Ch7: Refinement (42 pages) [summary:
    1. The Law and Principles of Interaction Design
    2. Frameworks
    3. Documentation and Methods of Refinement
    4. Controls and Inputs]
  3. Unger & Chandler Ch9: Transition from Defining to Designing (21 pages) [incl. ideation, visualization, story boarding, balance between business/user/development advocates, prioritization

Week 6: Develop: Prototyping & Implementation

  1. Unger & Chandler Ch9: Transition from Defining to Designing (21 pages) [incl. ideation, visualization, story boarding, balance between business/user/development advocates, prioritization]
  2. Unger & Chandler Ch10: Task Flows (pp. 166, 178-184, 8 pages)
  3. Unger & Chandler Ch12: Prototyping (pp. 204-208, 217-219, 8 pages)
  4. Saffer Ch8: Prototyping, Testing, and Development (24 pages) [skip the coverage of heuristic evaluation]
  5. Unger & Chandler Ch11: Wireframes and Annotations (20 pages)

Week 7: Sensation, Perception & Recognition

  1. Ware Ch1 (23 pages): Visual Queries
  2. Morris & Maisto (pp. 10-11): Science of Psychology
  3. Morris & Maisto Ch3 (44 pages): Sensation and perception

Week 8: Visual Thinking

  1. Ware Ch2 (20 pages): What We can Easily See
  2. Ware Ch3 (22 pages): Structuring 2-dim space
  3. Ware Ch4 (22 pages): Color

Week 9: Designing For Human Capabilities; Start Evaluation

  1. Ware Ch5, Ch6, Ch7 conclusion sections (3 pages)
  2. Ware Ch8 (18 pages): Creative meta-seeing
  3. Ware Ch9 (18 pages): The dance of meaning
  4. Ware Ch6 (22 pages): Visual objects, words, and meaning

Week 10 and 11: Evaluation

  1. Evans & Rooney (2008), Ch1: Introduction to research in Psychology (section "Approaches to Research" on pp. 15-17, 3 pages)
  2. Soudack, "Don't Test Users, Test Hypotheses" [html]
  3. Unger & Chandler Ch13: Design testing with users (skip "concept exploration" section; 20 pages)
  4. Unger & Chandler Ch14: Transition: From Design to Development and Beyond (10 pages)
  5. Morris & Maisto Ch6 (2 pages): page 199 "Attention" incl. fig. 6-1 + page 207 "Improving your memory"
  6. Evans & Rooney (2008), Ch1: Introduction to research in Psychology (26 pages) [incl. scientific thinking/method, research approaches]
  7. Morris & Maisto Ch6 (pp. 196-210): Memory
  8. Kosslyn & Rosenberg: Fundamentals of Psychology Appendix A on Statistics

Reference

Note: the list is gonna increase as semester progresses. Visit the original SFU IAT201 course website

Starting a course with a TED talk!



This is an awesome design and team-building activity. I have conducted it with 18 teams of students as an ice-breaker for Human-Computer Interaction & Cognition course I'm TAing. We had LOTS of fun and really interesting discussions afterwards. It is a good chance for students to practice:


  • Working in teams under constraints of scope and time
  • A chance to get creative and inventive. Team that have built the tallest structure (63.5cm) have stabilized it by splitting a thread into 3 threads! I haven't considered that possibility when we got that type of thread for this activity.

  • The Marshmallow Challenge kit The winning structure
  • Learn about assumptions in design projects. An assumption that marshmallow is light have ruined many structures! Those teams haven't touched their marshmallow until very end.
  • Rapid prototyping, design iteration. Most teams who had only one plan they've worked on have failed at the end.

How does it relate to UX and Interaction Design?

  1. The marshmallow is a metaphor for assumptions about your users. Know your users.
  2. One cannot plan the perfect interface from the first time. When the marshmallow comes along - it may crash.

My presentation on scene perception
Juggling

  1. Introduction to Scene Perception

  2. Theories of Scene Perception
    • Coherence Theory
    • Virtual Representation
    • Triadic Architecture
  3. Application to visual design
    • Visual Transitions
    • Attentional Coercion