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20.04 Qualitative Validation and Gestalt Principles
Page last edited by Per Bækgaard (pgba) 21/09-2020
Monday September 21st
08:15-09:15 |
Lecture and presentation in 308#013 (Subclass A in auditorium) |
09:00-11:20 |
Group work in 358#069,070,071 and 072 |
11:20-12:00 |
Presentations/feedback/QnA on group work in358#069,070,071 and 072 |
Learning objectives week 4
- Select and implement appropriate design patterns for a UX prototype design
Assignment week 4
Create a system, targeting end-users (patients), that facilitates the recording and commenting of heart arrhythmia events. Describe your system in a Lean Canvas (focusing on the patient-side and backend interactions), describe the behaviour in a User Story Map, and create at least two different prototypes as Wireframes (in a Story Board) and preferably also as executable prototypes, following Google Material Design. You may need to focus on the core interactions in your first prototype(s).
Perform a comparative test (qualitative A/B test) with multiple participants and record your findings, using either Wireframes (maybe cut out to individual frames) or better, your executable prototype. You may do this also via Zoom.
Upload one PDF per group containing 1) your Lean Canvas, 2) User Story Map and 3) both Wireframes with a) annotated microinteractions (triggers, rules, feedback) and b) external interaction and 4) a link to your executable prototype. Also 5) add a validation slide that describes a) what you validated, b) how you did c) a summary of the findings, and d) any additional observations learned.
Do this by Thursday at 23:00 to the peergrade.io course page - subsequently individually review the projects you have been assigned on peergrade before Saturday at 16:00.
Slides
Video lectures
Note: The video-lecture content is NOT covered by the slides
Required Reading
Notes
Additional Links
- Visual Perception and the Principles of Gestalt (booklet)
- Thinking Outside of the Box or Enjoying Your 2 Seconds of Frame
- Eric R. Kandel: The Age of Insight: The Quest to Understand the Unconscious in Art, Mind, and Brain, From Vienna 1900 to the Present. 2012. Random House: New York
- Prototyping 101: The Difference between Low-Fidelity and High-Fidelity Prototypes and When to Use Each
- Linchuan Liu and Peter Khooshabeh. 2003. Paper or interactive?: a study of prototyping techniques for ubiquitous computing environments. In CHI '03 Extended Abstracts on Human Factors in Computing Systems (CHI EA '03). ACM, New York, NY, USA, 1030-1031.
- Yngve Dahl, Ole A. Alsos & Dag Svanæs (2010) Fidelity Considerations for Simulation-Based Usability Assessments of Mobile ICT for Hospitals, International Journal of Human–Computer Interaction, 26:5, 445-476
- Steven P. Dow and Scott R. Klemmer: The Efficacy of Prototyping Under Time Constraint. In "Design Thinking. Understand — Improve — Apply". Edited by H. Plattner et al. Springer 2011.
- Virzi, Robert A., et al. “Usability Problem Identification Using Both Low- and High-Fidelity Prototypes.” Conference on Human Factors in Computing Systems - Proceedings, ACM, 1996, pp. 236–43,
- Gregor Gabrysiak, Holger Giese and Andreas Seibel: Towards Next Generation Design Thinking: Scenario-Based Prototyping for Designing Complex Software Systems with Multiple Users. Ibid.
- Jenifer Tidwell: Designing Interfaces. Patterns for Effective Interaction Design
- Cortrium ECG device
- Albert, William, and Thomas Tullis. Measuring the user experience: collecting, analyzing, and presenting usability metrics. Newnes, 2013.
- K. Dorst. The Core of Design Thinking and its Application. 2011.
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