Index
Note: Page numbers followed by b indicate boxes, f indicate figures and t indicate tables.
A
Abridged methods
contextual analysis process,
157–159
contextual inquiry process,
120
cost-importance analysis,
589
designer-ability-driven models,
247
hybrid of WAAD and other models,
247–248
on-the-fly modeling during interviews,
248
Affordances
false cognitive
dial marks, power settings,
657,
657f
user-created
cobbled design modifications,
658
copier darkness settings,
659,
659f
After Scenario Questionnaire (ASQ),
450
Agile SE methods
characteristics
planning
sprints
acceptance test creation,
624
acceptance testing and deployment,
625
implementation coding,
625
unit code test creation,
624
The American National Standards Institute (ANSI),
598
AttrakDiff, questionnaires
word choices and terminology,
456–457
Automatic UX evaluation method,
492
B
Benchmark tasks
content, construction
ecological validity,
373b
midtask change, intention,
373
rubrics for special instructions,
373
start and end points, timing,
371–372
work context and usage-centered wording,
371
engineering judgment,
375
initial user performance,
368
establishing targets,
370
Ticket Kiosk System example
user tasks, spectrum,
367
Borland’s 3-D Home Architect™,
705
Brainstorming
contextual analysis process,
282
C
Calendar Management System,
739–740
Choosing process instance
mapping project parameters to process parameter,
63–64
project parameters,
61–62
Chunking
grouping and recoding,
698
phone number and Miller estimate,
698
Cognitive affordance
consistency
Find dialogue box, Microsoft Word,
729,
729f
Select Pay Stub year,
726,
727
controlling complexity
instructions, bewilderment,
731,
731f
layout and spatial grouping,
731
light and call switch, flight,
735
push-button controls, washing machine,
734,
735f
distinguishability, choices
tragic airplane crash,
723
error recovery
existence
noticeability
timing, presentation
user choices and useful defaults
planning events, calendar system,
737
tragic choice, defaults,
736
visibility
store user, deodorant,
712
Cognitive directness
knob arrangement, cook top,
741
Macromedia Dreamweaver™,
741
rotation, graphical object,
741
Cognitive load theory,
699
Common Industry Format (CIF)
reporting formal summative UX evaluation results
reporting qualitative formative results,
595
Comparative Usability Evaluation (CUE) series,
497
Complex interaction
complex work domain,
66–69
simple work domain,
70–71
Computer-printed paper prototypes,
408
Computer System Usability Questionnaire (CSUQ),
450
Conceptual design
ecological perspective
emotional perspective
designer work flow and connections,
312,
312f
ideation and sketching,
305
interaction perspective
screen designs and widgets,
305
Ticket Kiosk System example
communicating and social networking,
314,
316f
communication connection,
314,
315f
immersion, emotional perspective,
313,
313f
Wheel lifecycle template,
299,
300f
Constructing design-informing models
abridged methods
creation, on-the-fly modeling,
248
designer-ability-driven models,
247
hybrid of WAAD and other models,
247–248
contextual inquiry and analysis,
184–185
slideshow presentations,
186
usage models
hierarchical task inventory,
216–219
user models
Wheel lifecycle template,
181,
182f
work environment models
Contextual analysis
abridged contextual analysis process,
157–159
flow model and work roles
MUTTS
flow model, sketching,
135b
work activity note synthesis,
141b
raw work activity data,
131
Wheel lifecycle template,
129,
130f
work activity notes, creating and managing
interview and observation,
136
raw user work activity data,
136–137
Contextual inquiry
abridged contextual inquiry process,
120
application
organizational context,
95
Ticket Kiosk System,
95–96
contextual user studies
data-driven
vs. model-driven inquiry,
121–125
emotional aspects, work practice,
120
existing system/new system,
93–94
MUTTS, user data gathering,
116b
participatory design,
127
people’s work practice,
89–90
system concept statement,
96–98
task analysis/marketing survey,
90–91
Ticket Kiosk System, system concept statement,
97b
Cooperative user-system task performance
path variations
interaction cycle task context instances,
673,
673f
secondary tasks and intention shifts,
672
stacking and restoring task context,
672
primary tasks
environment, system/users,
671
Cost benefit and business case analysis, UX
correcting, usability problem,
845
politics and business
system development process,
843
Cost-importance analysis
multiple problem solutions,
588
priorities, emotional impact problems,
589
problem groups straddling,
576,
589
solutions
Cost to fix
actual
vs. predicted costs,
581
Critical incident
data collection mechanisms
Critiquing vs. ideation
designers, cross-disciplinary team,
275
implementation constraints,
274–275
low-fidelity prototypes,
275
Cross-cultural user-experience design
cautions, considerations and developments,
105–106
culture models and dimensions,
105
D
Data collection techniques
critical incident identification
capture and document,
439
formative evaluation, objective,
436
emotional impact
AttrakDiff, questionnaires,
454–458
physiological responses, observation,
458–459
self-reported indicators,
453
Data-driven inquiry,
107b
Design
human information processing (HIP),
254–256
perspectives
phenomenology
personal engagement and attachment,
291
visual appeal, emotion and usability
mission-critical system,
264f
Designer’s mental models
ecological perspective
emotional perspective,
303
interaction perspective
Design guidelines, UX
accommodating, user differences,
800–801
anthropomorphism
direction-finding tasks,
796
user-computer dialogue,
796
assessment
consistency
human-computer interaction (HCI),
693
human memory
short-term/working memory,
697
interaction cycle, parts,
702,
702f
internal and external review,
694
outcomes
system functionality,
769
system response time,
770
physical actions
planning
transaction completion slips, avoidance,
706–708
psychology principles,
694
simplicity
digital phone system,
790
machines, more controls,
789
sound and color
tone and psychological impact,
796
translation
sensory and cognitive actions,
708
usability principles, VE,
691b
user interfaces, handheld devices
conventional user interfaces,
690
using and interpreting
Design production
interaction specifications
multiple, overlapping representation techniques,
352
resources, design and iterative refinement,
351
macro view, lifecycle iterations
maintaining, custom style guide
rules, organizational signature elements,
349–350
Social Security Administration (SSA),
349–350
user interface objects,
349
UX lifecycle process,
333
Wheel lifecycle template,
333,
334f
Design walkthroughs and reviews
Detailed design
annotated wireframes,
339
Dilbertian HFTAWR (high-frivolity-to-actual-work ratio) approach,
562–563
Discount UX engineering methods
Nielsen and Molich’s original heuristics,
492,
493t
risk management
evaluation errors, mitigation,
499
Domain complex systems
complex and esoteric domains,
99–100
customer organization, visit,
99
observation and interview, task data,
109
phenomenological aspects,
116
E
Ecological validity
using telephones for,
376
Ticket Kiosk System example,
376b
Embodied interaction
Emotional impact, data collection techniques
aesthetics and affect
bio-metrics
monitoring equipment,
459
polygraph/lie detector,
460
physiological responses, observation
behavioral observations,
458
facial and bodily expressions,
458
software-assisted recognition,
458–459
potential breadth
blood and adrenaline pumping,
28
cross-disciplinary approach,
25–28
social and cultural interactions,
25
standard, expectation/desire,
24–25
self-reported indicators
think-aloud technique,
453
written diaries/logs describing,
453
Entities, modeling
activity
groups and subgroups, roles,
197
system-related roles,
197
slideshow presentation social model,
198f
Ethnography
ethnographic-based approach,
126
Evaluation lab, Bloomberg LP
observation room
participant room
formative evaluation session,
517
mobile prototype, evaluation,
518
multi-monitor workstation,
517
Evaluation reporting
formative
inform and/or influence, management,
603–604
problem report effectiveness,
608–609
informal summative results
formative evaluation,
595
qualitative formative results
Extracting interaction design requirements
abridged methods
using the WAAD directly,
178
formal requirements extraction
customers and users, validation,
177
emotional impact and user experience,
170–171
resolve organizational, social and personal issues, customer,
177–178
system support needs,
173
terminology consistency,
167
Ticket Kiosk System
Wheel lifecycle template,
161,
162f
F
Feedback, interaction cycle
existence
presentation
usage centeredness
error-handling routine,
783
Gobbledygook email message,
782f
system-centered “error” message,
783f
Fidelity, prototypes
high
low
experience, differences,
396
“kindergarten” activity,
396
Formal requirements extraction
constraints
customers and users, validation,
177
deductive reasoning
work activity note, WAAD,
165
document structure, Ticket Kiosk System,
169b
emotional impact and user experience,
170–171
social and personal issues, customer,
177–178
system support needs,
173
terminology consistency,
167
Formative and informal summative methods
advantages and disadvantages,
494–495
analytic vs. empirical
emotional impact factors,
435
payoff and intrinsic approaches,
434
think aloud technique,
434b
classification, dimensions,
432
“damaged merchandise”,
496
evaluators and problems,
494
interactive software systems,
495
rigorous vs. rapid
ecological validity,
433b
quality
vs. cost trade-offs,
433
usability inspection methods
vs. lab-based testing,
495
Formative (qualitative) data analysis
clarification and amplification, emotional impact data,
563–564
consolidating, merging and grouping, UX problem data,
562f
consolidation, raw critical incident notes
critical incidents
vs. UX problem instances,
565
single UX problem instance,
566b
UX problem instance concept,
565
Dilbertian HFTAWR (high-frivolity-to-actual-work ratio) approach,
562–563
early UX problem data records,
563
individual critical incident descriptions,
564
UX problem instances
merging into UX problem records,
569–571
Formative reporting
content
cost-importance data,
600
emotional impact problems,
600
format and vocabulary
precision and specificity,
606
inform and/or influence, management,
603–604
problem report effectiveness
tone
UX engineering
persuasion and selling, concept,
602
Formative vs. summative evaluation
education and curriculum,
429
engineering, informal summative,
432
engineering vs. science
quantitative metrics,
431
informal summative, engineering
lab-based UX testing sessions,
430
G
Green Machine User-Experience Design
behavior-changing process,
327
energy use, comparisons,
327
home-consumer context,
326
mental model and navigation,
328
H
Haptics
Heuristic evaluation (HE)
default practitioner,
472
variations
perspective-based usability inspection,
478
Hierarchical task inventory (HTI)
envisioned task structure model,
219
Ticket Kiosk System example,
219b
Horizontal vs. vertical prototypes
Human–computer interaction (HCI)
automated cockpit warning systems,
255–256
creativity and innovation,
259
design-thinking
participatory design techniques,
257,
257b
human information processing (HIP),
254–256
utilitarian engineering approach,
258–259
work activity theory,
125b
Human information processing (HIP) paradigm,
254–256
Human–Machine Interaction Network on Emotions (HUMAINE) project,
553–554
Human memory limitations
Calendar Management System example,
739–740
chunking
designed, phone number,
698
grouping and recoding,
698
cognitive load
command vs. GUI selection interaction styles
long-term memory
muscle memory
“on” and “off”, electrical switch,
701–702
sensory memory
persistence, sensory,
697
short-term/working memory
proactive interference,
697
stacking
large and complex tasks,
699
Human spirit, UX
connectedness, music,
26–27
disconnection, absorption,
27
serendipity, projects,
27–28
I
Ideation
brainstorming
contextual analysis process,
282
vs. critiquing
designers, cross-disciplinary team,
275
implementation constraints,
274–275
low-fidelity prototypes,
275
Magitti activity-aware leisure guide,
278b
Ticket Kiosk System
features and coverage,
283
ontological artifacts,
282
ubiquitous locations,
284
work space, set up
individual and group designer,
277,
277f
Informal summative (quantitative) data analysis
UX targets
convergence toward quality user experience,
560
descriptive statistics,
557
inferential statistical analyses,
556
Observed Results column,
557
partial informal quantitative testing results,
557t
Information displays
organization, presentation
train passengers example,
787
visual bandwidth
Inspection, UX
practical approach
co-discovery/team approach,
480
design guidelines/heuristics,
480
feedback and credibility,
479
usage-based approach,
480
Interaction
complex and domain-complex systems,
66–69
phenomenological aspects,
70b
simple and domain-complex systems,
69–70
Interaction cycle
cooperative user-system task performance,
670–673
defined, core functionality,
683
existence
functionality/feature,
684
gulfs, user and system
hierarchical structure,
676
human user
vs. machine,
663
knowledge base, design concept,
663
non-user-interface system functionality,
683
principles and guidelines,
663
quality, functionality,
684
UX design, concepts and issues,
664,
675
Interaction Design Association (IxDA),
834
Interactive prototypes
fully programmed
project team, requirement,
398
real programming language,
399
physical mock-ups
video animations
Wizard of Oz
Intermediate design
application ontology, information objects
graphics-drawing example,
337
Ticket KioskSystem example,
338
screen layout and navigational structure,
339
strategies, realization,
337
K
K-YAN project
mid-fidelity exploration sketches,
288,
291f
L
Lifecycle process
concept
interaction design process,
50
misbegotten approach,
47–48
Web user experience design,
51b
Lifecycle template, UX process
choosing process instance
mapping project parameters to process parameter,
63–64
project parameters,
61–62
commercial product perspective,
72
complex interaction
complex work domain,
66–69
simple work domain,
70–71
fundamental activities involved,
78–79
interface engineering,
75–76
iteration for interaction design refinement,
81–83
lifecycle diagram, ISO 13407 standard,
77f
parallel streams, software and interaction process activities,
79–81
prototype
simple interaction
complex work domain,
69–70
simple work domain,
70–71
system complexity space
low interaction complexity,
65
PhotoShop, Lightroom, and Aperture,
65b
work domain complexity,
65,
66
think-aloud technique,
55
universal abstract activity cycle,
53f
usability engineering,
76
Usability Engineering for Bioinformatics,
67b
user interface team,
73–75
Local prototypes
Local UX evaluation method,
491
M
Macromedia Dreamweaver™,
741
Master Document feature, Microsoft Word™,
704
Measuring instruments
initial user performance,
366
user satisfaction questionnaires
first-impression UX measure,
377,
377t
goals, measures, and measuring instruments,
377,
378t
Measuring the usability of multi-media systems (MUMMS),
450
Mental models
role, conceptual design,
304
user’s
Norman’s binary switch explanation,
304
Metaphors, conceptual design
ecological perspective,
306
emotional perspective,
307
interaction perspective
Metrics and targets
baseline level
practical tips and cautions
usefulness and emotional impact,
388
project context
interaction design process,
360
setting levels
formative evaluation sessions,
383–386
problem-solving skills,
383
target level
quantification, goal,
381
Ticket Kiosk System example,
362b
Wheel lifecycle template,
359,
360f
work roles and user classes
Middleburg University Ticket Transaction Service (MUTTS)
hierarchical task inventory (HTI),
217b
information objects and attributes,
233b
step-by-step task interaction model,
192b
task interaction branching and looping,
228b
user data gathering,
116b
work activity note synthesis,
141b
work roles and sub-roles,
188b
Model-driven inquiry,
107b
Modes
meaning change, user action,
749
N
National Institute of Standards and Technology (NIST),
597
Non-disclosure agreements (NDAs),
523
Norman’s stages-of-action model
business report creation example
steps, financial status,
669
sub-steps, task decomposition,
669–670
defined, cognitive walkthrough,
665
outcomes and system response,
668
significance and importance, translation,
668–670
O
Organizational structure
development organization,
857
human factors engineer,
856
strategic approaches,
857
P
Paper prototypes
computer-printed
hand–eye feedback loop,
409
OmniGraffle/Microsoft Visio,
408
construction, approaches
adhesive-backed colored circles,
417,
417f
creative techniques, use,
413
decoy user interface objects,
416
executor, task threads,
417
formative evaluation exercise,
415
machine/scanner, use,
415
plastic interaction sheets,
413
preferences dialogue box,
412,
413f
screen/display, buildup,
414
sketching and storyboarding,
415
design reviews and demos,
408
program, low-fidelity
Web page production tool,
410
Participants
selection
lab-based and non-lab-based methods,
511
need and budget establishment,
511–512
number, determination,
513
representative users,
512
user class attributes,
512
Participatory design
HCI history and literature,
352
interaction situations,
353
Joint Application Design,
355
PICTIVE2
Scandinavian approach,
356
Personal information ecosystem (PIE)
designing and assessing usability,
310
information practices,
310
Phenomenological aspects, data collection techniques
diaries
digital voice recorder,
463
direct observation and interviews,
464
long-term studies
inquiry and ethnography,
461
Photo album problem, cost-importance analysis,
579
Physical actions, interaction cycle
defined, snap-dragging,
681
haptics and physicality,
682
help user
awkwardness and physical disabilities,
763–764
manual dexterity and Fitts’ law,
764–765
overshoot errors, avoidance,
765–766
software modification,
681
in UAF
existence, physical affordances,
682
Physical model
Planning, interaction cycle
clear system task model
library information system,
705
Master Document feature, Microsoft WordT,
704
hierarchy, plan entities,
676
progress indicators
transaction completion slips, avoidance
attachment, forgotten,
707
Gmail reminder, file attachment,
707f
Mac reminder, attach file,
707f
Ticket Kiosk System example,
706–707
in UAF
task/step, work flow,
677
user model and high-level system,
677
user work context, environment,
677
Post-study system usability questionnaire (PSSUQ),
450
Preparation, rigorous empirical evaluation
lab-based and field-based evaluation,
503–504
method and data collection techniques
critical incident, think-aloud and co-discovery,
510
participants
planning
cost-effective decisions and trade-offs,
504
tasks
exploratory free use,
509
team roles
evaluation activities,
506
practitioners and observers,
506
qualitative data collectors,
507
quantitative data collectors,
507
Wheel lifecycle template,
503,
504f
Process activities, UX
flow
managing with transition criteria,
57–58
not always orderly,
56–57
prototype
Prototyping
breadth and depth, effects,
407,
407f
depth and breadth
dilemma and solution
Scandinavian origins,
393
traditional development approaches,
392
ecological perspective
IBM’s Olympic Message System,
404
system structure, level,
404
fidelity level and interactivity amount
breadth and depth, effects,
407
interaction perspective
computer-printed paper/mock-up,
405
potential pitfalls
risk and cost management
behavior and sequencing,
406
user interaction design, parts,
406
software tools
functional behaviors,
424
stage of progress
increase, progression,
403
transition, product
formative evaluation,
420
interaction design, reuse,
421
Wheel lifecycle template,
391,
392f
Q
Qualitative UX data, generation and collection
critical incident
data collection mechanisms,
546–547
think-aloud data collection,
548
Quantitative UX data, generation and collection
objective
user errors, counting,
544
Quasi-empirical UX evaluation method
data analysis and reporting,
489
formal protocols and procedures,
487
session and data collection,
488–489
Questionnaire for user interface satisfaction (QUIS)
Questionnaires, UX evaluation
hedonic quality evaluation,
450
modification
formative evaluation,
452
semantic differential scales,
451,
451b
semantic differential scales
assessment, agreement,
445
USE
applications, questions sets,
449,
449t
R
Rapid iterative testing and evaluation (RITE) method
collaborative process,
485
procedure
follow-up evaluation,
486
practitioner selection and team preparation,
485
Rapid UX evaluation methods
design walkthroughs and reviews
guidelines and style guides,
470
UX inspection
Wheel lifecycle template,
467,
468f
Remote UX evaluation method,
491
domain-complex systems,
164
software engineering traditions,
163–164
Return on investment (ROI)
incremental approach,
847
Rigorous empirical evaluation
cost and information extraction,
530
ecological validity
SSA- Model District Office,
526–527
usage/design scenarios,
525
informed consent
permission application,
520
lab and equipment
novice UX practitioners,
530
paperwork
questionnaires and surveys,
523
recruitment
co-discovery evaluation,
515
incentives and remuneration,
514
subsequent iterations,
516
session parameters
full lifecycle iterations,
519
task and session lengths,
519
session work package
Ripple model, SE
project definition subsystem,
826
repository subsystem,
827
software implementation,
825
S
Second span bridge
Self-Assessment Manikin (SAM),
457–458
Sessions running, rigorous empirical evaluation
emotional impact data
nonverbal techniques,
550
participants, preliminaries
phenomenological evaluation data
diary-based technique,
550
direct observation and interviews,
551
voice-mail and per-call payment,
550–551
protocol issues and participants
partnership cultivation,
540
UX problems, attitude,
539
qualitative UX data
critical incident information and data collection,
545–547
think-aloud data collection,
548
quantitative UX data
reset, next participant
Web-based evaluation,
553
Wheel lifecycle template,
537,
538f
Shared cultural conventions,
650–651
Simple interaction
complex work domain,
69–70
simple work domain,
70–71
Sketching, design process
language
mobile phone example,
285
physical mock-ups
Small UpFront Analysis (SUFA)
user interviews and observation,
636
UX
Social models
commercial product perspective,
208
slideshow presentation example
arcs representing influences,
203b
Ticket Kiosk System example,
208b
Social Security Administration (SSA)
telephone interviews,
349
Software engineering (SE)
developing interactive systems,
830
differences, lifecycles
mechanism, communication,
823
organization, locus of influence
The Inmates Are Running the Asylum,
808
software/development role,
806
risk management
parallel connections, lifecycles,
823f,
824
role, interaction design,
827
serial connection, iterative version,
821,
822f
similarities, lifecycles,
805
UX
dependency and constraint enforcement,
814–817
and UX lifecycles, series,
820,
820f
Software usability measurement inventory (SUMI),
450
Step-by-step task interaction models
branching and looping structures,
229f
information and needs,
225
task interaction model,
224
Storyboards
ecological perspective,
318
frame transitions
cognitive affordance,
321b
dynamics, interaction,
321
ideation and sketches,
317
interaction perspective,
318
Ticket Kiosk System example
differences, ecological perspective,
319,
319f
purchase, sample sketches,
321,
322f
sequence of sketches, ecological perspective,
318,
318f
three-screen kiosk design, interaction perspective,
320–321
Subjective questionnaire data analysis,
561
System complexity space
low interaction complexity,
65
PhotoShop, Lightroom and Aperture,
65b
work domain complexity,
65,
66
System usability scale (SUS)
T
Task interaction model,
71b
Task models
task interaction models
task structure models
Task structure, interaction cycle
designing, flexibility and efficiency,
751–752
direct manipulation and natural interaction control
adding appointment example,
760
grouping
hardware store organization,
753
Ticket Kiosk System example,
753
human working memory loads,
751
task thread continuity
“Save As” task, Microsoft Office,
755,
756f
users, control
interaction dialogue and bossy attitude,
758
The Design of Everyday Things,
650
The Gods Must Be Crazy,
651
Think-aloud technique
co-discovery
interactive conversation,
443
natural conversation,
443
quantitative task performance metrics,
444
time verbalizing statements,
443
use
analyst and participant,
440
rigorous and rapid empirical methods,
441
“Three to five users” rule
approach and practical outcome,
535–536
cumulative percentage, problems,
533
marginal added detection and cost–benefit,
533–534
probability function,
531
UX problem detection,
532
Ticket Kiosk System
constructing design-informing models
envisioned hierarchical task inventory,
219b
envisioned social model,
208b
envisioned work roles,
190b
ontological elements,
233b
system concept statement,
97b
cost-importance analysis,
579,
585t
grouping related problems,
572b
problem resolutions,
587t
UX benchmark tasks
baseline level values,
383b
ecological validity,
376b
target level values,
383b
work role and user class,
363b
Total cost of ownership (TCO),
841
“T” prototypes
Translation, interaction cycle
in UAF
existence, cognitive affordance,
679
task structure, interaction control, preferences and efficiency,
679
U
Ubiquitous computing,
331
Ubiquitous interaction
ambient intelligence,
5–6
computing
commercial application,
2–3
healthcare rehabilitation,
multimodal receptors and sensors,
Smart-ITs,
wearable computers,
desktops, graphical user interfaces and Web,
highway signage,
human–computer interaction (HCI),
implementation technology,
quality user experience,
3–5
radio-frequency identification technology,
Usability
computer science
hardware and software developments,
45
interaction technique,
45
programming language translation,
44
User Interface Management Systems (UIMS),
45
computer usage,
disastrous system development,
disciplines
ergonomics, hardware devices,
37
extensive training,
human factors and systems engineering
cockpit control layouts,
39
scientific management,
38
human work activity and ethnography,
44
intellectual gratification,
interaction design,
psychology and cognitive science
developmental approach,
41–42
information processors,
41
software engineering
architectural implications,
46
development lifecycles,
46
user experience
expanding concept, quality,
10–11
traditional concept,
9–10
Usability Engineering for Bioinformatics,
67b
Usability principles, VEs,
691b
Usability Professionals Association (UPA),
833
Usage models
flow model
slideshow presentations, contextual inquiry,
211b,
212f
Usefulness, satisfaction, and ease of use (USE) questionnaire,
448–449
advantages
organized and structured usability data,
687
richness, usability problem analysis schemes,
687
usability data reuse,
688
vocabulary and communicate design issue,
686
affordance
interaction cycle, user actions,
686,
686f
sensory and cognitive,
686
users connection, design,
685,
685f
structured knowledge base
User experience (UX)
broad definition
initial awareness, product,
23
business strategy
goals, increased productivity,
36
instructional bulletin example,
35–36
components
aesthetics, food presentation,
19
minimum errors and frustration,
15–16
customer and user representatives,
631
design beyond technology,
15
domain-complex systems,
619
functionality
stellar interaction design,
12
fuss over usability
high quality designing,
26b
High-Tech/“Cool”
intrinsic benefactors,
13
Microsoft software packaging design,
13,
13f
Vista’s gratuitous redesign,
13–14
interaction and usage context,
21,
21f
paradigm shift
traditional UX process,
631
problems, anticipate,
633
productivity-enhancing tools,
11
role, branding and corporate culture
SE
synthesized approach, integrating UX
prototype integration,
640
prototyping and UX evaluation,
640
user-centered design techniques,
634
User experience (UX) work
administrative preparation
UX leadership establishment,
835
cost-justifying
benefit and business case analysis,
841–848
formative evaluation
professional preparation
training, project team members,
831–832
proliferation, platforms,
860
technical preparation
personalize and actualize, process,
836
practice, contextual inquiry and analysis,
836
User interaction
software design and implementation,
818,
818f
software requirements,
819
User interface (UI)
graphical,
User Interface Management Systems (UIMSs),
423
User Interface Software and Technology Symposium (UIST),
833–834
User models
user classes
experience-based characteristics,
194–195
knowledge and skills-based characteristics,
191
physiological characteristics,
192–194
work roles
User personas
candidate, identification,
268
characteristics
commercial products/systems, designing,
270
relevance and believability,
270
Cooper’s in-flight entertainment system,
272–274
edge cases and breadth,
267
entertainment events,
272b
functionality and flexibility, design,
266
goal-based consolidation,
268
User’s behavior
domain, airport baggage,
325
sloped reading desks,
325
UX evaluation
data collection techniques
critical incident identification,
436–440
data, types
objective
vs. subjective,
436
quantitative
vs. qualitative,
436
emotional impact and phenomenological aspects,
616
flexibility
quantitative and qualitative data,
617
formative and informal summative methods
classification, dimensions,
432
dimensions intersection,
435
formative results, variations
detection rates, problems,
465
formative vs. summative
education and curriculum,
429
engineering, informal summative,
432
and informal summative, engineering,
430–431
in situ
vs. user reflections,
615–616
measurability
methods
design representations stages,
613,
613t
Wheel lifecycle template,
427
UX measures
long-term performance,
364
performance, initial,
364
quantitative metrics,
364
user performance requirements,
365
UX metrics
frustration/satisfaction,
379
UX problem instances
as feedback to process improvement,
590–591
merging into UX problem records
V
W
Web accessability
government Web sites,
194
WCAG 1.0 guidelines influence,
193
Web Content Accessibility Guidelines (WCAG),
193
Website analysis and measurement inventory (WAMMI),
450
Web User Experience Design
conceptual model design,
52
information architecture design,
52
page design standards design,
52
Wireframes
building
drawing/word processing software,
345
information architecture,
345
windows/container elements,
346
elaboration, conceptual design and layout,
342,
342f
sketchy
conventional drawing tools,
347
uses
feedback, potential users and stakeholders,
344
hyperlinking capabilities, deck,
344
interaction design specifications,
344
Wizard of Oz
Work Activity Affinity Diagram (WAAD)
consolidation and communication,
155–157
hierarchical and nonhierarchical relationships,
154–155
hierarchical structure,
185
work activity note groups,
150
Work activity data, domain-complex system
analyst and designer ideas,
113
complex and esoteric domains,
99–100
contextual data “bins”, creation,
106–107
customer organization, visit,
99
observation and interview, task data,
109
phenomenological aspects,
116
work artifacts, collection,
114
Work activity notes
creating and managing
interview and observation,
136
raw user work activity data,
136–137
mind-sets, work activity notes,
146–147
Work environment models
artifact
slideshow presentations,
238b
physical
slideshow presentations,
239b