Summary: Mobile Systems
- This + 400k other summaries
- A unique study and practice tool
- Never study anything twice again
- Get the grades you hope for
- 100% sure, 100% understanding
Read the summary and the most important questions on Mobile Systems
-
1 User-Centered Design
This is a preview. There are 1 more flashcards available for chapter 1
Show more cards here -
Difference beween interaction with mobile and desktop systems (Chittaro):
- Mobile devices are limited in their input-output capacities (screen, keyboard, buttons, sound)- Less powerful hardware- Limited support for multimedia and multimodal application- Slower connectivity- Context has much deeper effects on interaction -
Context effects on the move (Chittaro):
- Hardware: small screen, limited I/O- Perceptual: Physical parameters (illumination, noise, vibration, notion) are limiting/excluding modalities- Motor: Mobile conditions impair user's ability to fine control the movements (sitting in a car)- Social: Social norms related to different environment (sound in theatre)- Cognitive: limited attention to interaction -
Three types of user's distraction caused by mobile devices (Chittaro):
- General withdrawal of attention: eyelid closure or eye glances away- Selective withdrawal of attention: selective filtering of information based on expectations rather than the actual situation- Mechanic interference: body shifts out of the neutral position (reaching for a mobile phone) -
Exploit context awareness to minimize attention requirements and cognitive workload in 3 levels (Chittaro):
- Information: only relevant information to the task at hand- Modalities: device should choose the best modalities or combination of modalities to the task and context- Functions: offer functions which are helpful, and disable functions that users cannot do in the current situation -
Jordan (2000) framework of pleasure:
- Physio-pleasure (tactile feedback)- Socio-pleasure (social interaction)- Psycho-pleasure (usability)- Ideo-pleasure (supporting values) -
4 Design approaches (Cooper et al.):
- User-Centered Design: Focus on users, their goals, needs, and context- Activity-Centered Design: Main focus on activities- Systems Design: Consider needs of the system as a whole. System included people as well as multiple devices- Genius Design: Only works for experienced designers (Apple) -
Evaluation Methods (Bentley & Barrett):
- Home tours, Field visits- Diary/voicemail studies, Probes- Semi-structured interviews- Content analysis- Field trial with prototype- Instrumentation- Usability Evaluation (KLM - GOMS (Goals, Operations, Methods, and Selection rules), Questionnaires) -
User-Centered Design Process
- Ideation- Design- Build- Test- Observation -
Maslov (hierarchical ordering of needs):
- Physiological- Safety- Love/belongings- Esteem- Self-actualization -
2 Evaluation
This is a preview. There are 6 more flashcards available for chapter 2
Show more cards here -
Keystroke Level Modelling (KLM):
- Evaluation method that does not require users- Model sequence of operations to level of individual keystrokes- Assign durations to each operation- Based on GOMS method (Goals, Operations, Methods, Selection rules)- Useful for comparing designs in terms of efficiency
- Higher grades + faster learning
- Never study anything twice
- 100% sure, 100% understanding