logging in or signing up Chapter_9_ID2e_slides oopscrash1 Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINT lite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 8 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: January 17, 2012 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript The process of interaction design : The process of interaction designOverview: Overview What is involved in Interaction Design? Importance of involving users Degrees of user involvement What is a user-centered approach? Four basic activities Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives? A simple lifecycle model for Interaction Design Lifecycle models from software engineering Lifecycle models from HCIWhat is involved in Interaction Design?: What is involved in Interaction Design? It is a process: a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility a creative activity a decision-making activity to balance trade-offs It is a representation: a plan for development a set of alternatives and successive elaborationsImportance of involving users: Importance of involving users Expectation management Realistic expectations No surprises, no disappointments Timely training Communication, but no hype Ownership Make the users active stakeholders More likely to forgive or accept problems Can make a big difference to acceptance and success of productDegrees of user involvement: Degrees of user involvement Member of the design team Full time: constant input, but lose touch with users Part time: patchy input, and very stressful Short term: inconsistent across project life Long term: consistent, but lose touch with users Newsletters and other dissemination devices Reach wider selection of users Need communication both ways Combination of these approachesWhat is a user-centered approach?: What is a user-centered approach? User-centered approach is based on: Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed Iterative design: when problems are found in user testing, fix them and carry out more testsFour basic activities: Four basic activities There are four basic activities in Interaction Design: 1. Identifying needs and establishing requirements 2. Developing alternative designs 3. Building interactive versions of the designs 4. Evaluating designsSome practical issues: Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives?Who are the users/stakeholders?: Who are the users/stakeholders? Not as obvious as you think: those who interact directly with the product those who manage direct users those who receive output from the product those who make the purchasing decision those who use competitor’s products Three categories of user (Eason, 1987): primary : frequent hands-on secondary : occasional or via someone else tertiary : affected by its introduction, or will influence its purchasePowerPoint Presentation: Who are the stakeholders? Check-out operators Customers Managers and owners • Suppliers • Local shop ownersPowerPoint Presentation: What are the users’ capabilities? Humans vary in many dimensions: size of hands may affect the size and positioning of input buttons motor abilities may affect the suitability of certain input and output devices height if designing a physical kiosk strength - a child’s toy requires little strength to operate, but greater strength to change batteries disabilities(e.g. sight, hearing, dexterity)PowerPoint Presentation: What are ‘needs’? Users rarely know what is possible Users can’t tell you what they ‘need’ to help them achieve their goals Instead, look at existing tasks: their context what information do they require? who collaborates to achieve the task? why is the task achieved the way it is? Envisioned tasks: can be rooted in existing behaviour can be described as future scenariosWhere do alternatives come from?: Where do alternatives come from? Humans stick to what they know works But considering alternatives is important to ‘break out of the box’ Designers are trained to consider alternatives, software people generally are not How do you generate alternatives? ‘Flair and creativity’: research and synthesis Seek inspiration: look at similar products or look at very different productsIDEO TechBox: IDEO TechBox Library, database, website - all-in-one Contains physical gizmos for inspiration From: www.ideo.com/The TechBox : The TechBoxHow do you choose among alternatives?: How do you choose among alternatives? Evaluation with users or with peers, e.g. prototypes Technical feasibility: some not possible Quality thresholds: Usability goals lead to usability criteria set early on and check regularly safety: how safe? utility: which functions are superfluous? effectiveness: appropriate support? task coverage, information available efficiency: performance measurementsTesting prototypes to choose among alternatives: Testing prototypes to choose among alternativesLifecycle models: Lifecycle models Show how activities are related to each other Lifecycle models are: management tools simplified versions of reality Many lifecycle models exist, for example: from software engineering: waterfall, spiral, JAD/RAD, Microsoft, agile from HCI: Star, usability engineeringA simple interaction design model: A simple interaction design model Exemplifies a user-centered design approachTraditional ‘waterfall’ lifecycle: Traditional ‘waterfall’ lifecycleSpiral model (Barry Boehm): Important features: Risk analysis Prototyping Iterative framework so ideas can be checked and evaluated Explicitly encourages considering alternatives Good for large and complex projects but not simple ones Spiral model (Barry Boehm)Spiral Lifecycle model: Spiral Lifecycle modelA Lifecycle for RAD (Rapid Applications Development): A Lifecycle for RAD (Rapid Applications Development)DSDM lifecycle model: DSDM lifecycle modelThe Star lifecycle model: The Star lifecycle model Suggested by Hartson and Hix (1989) Important features: Evaluation at the center of activities No particular ordering of activities; development may start in any one Derived from empirical studies of interface designersThe Star Model (Hartson and Hix, 1989): The Star Model (Hartson and Hix, 1989)Usability engineering lifecycle model: Usability engineering lifecycle model Reported by Deborah Mayhew Important features: Holistic view of usability engineering Provides links to software engineering approaches, e.g. OOSE Stages of identifying requirements, designing, evaluating, prototyping Can be scaled down for small projects Uses a style guide to capture a set of usability goalsISO 13407: ISO 13407Summary: Summary Four basic activities in the design process Identify needs and establish requirements Design potential solutions ((re)-design) Choose between alternatives (evaluate) Build the artefact User-centered design rests on three principles Early focus on users and tasks Empirical measurement using quantifiable & measurable usability criteria Iterative design Lifecycle models show how these are related You do not have the permission to view this presentation. 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Chapter_9_ID2e_slides oopscrash1 Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINT lite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 8 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: January 17, 2012 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript The process of interaction design : The process of interaction designOverview: Overview What is involved in Interaction Design? Importance of involving users Degrees of user involvement What is a user-centered approach? Four basic activities Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives? A simple lifecycle model for Interaction Design Lifecycle models from software engineering Lifecycle models from HCIWhat is involved in Interaction Design?: What is involved in Interaction Design? It is a process: a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility a creative activity a decision-making activity to balance trade-offs It is a representation: a plan for development a set of alternatives and successive elaborationsImportance of involving users: Importance of involving users Expectation management Realistic expectations No surprises, no disappointments Timely training Communication, but no hype Ownership Make the users active stakeholders More likely to forgive or accept problems Can make a big difference to acceptance and success of productDegrees of user involvement: Degrees of user involvement Member of the design team Full time: constant input, but lose touch with users Part time: patchy input, and very stressful Short term: inconsistent across project life Long term: consistent, but lose touch with users Newsletters and other dissemination devices Reach wider selection of users Need communication both ways Combination of these approachesWhat is a user-centered approach?: What is a user-centered approach? User-centered approach is based on: Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed Iterative design: when problems are found in user testing, fix them and carry out more testsFour basic activities: Four basic activities There are four basic activities in Interaction Design: 1. Identifying needs and establishing requirements 2. Developing alternative designs 3. Building interactive versions of the designs 4. Evaluating designsSome practical issues: Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives?Who are the users/stakeholders?: Who are the users/stakeholders? Not as obvious as you think: those who interact directly with the product those who manage direct users those who receive output from the product those who make the purchasing decision those who use competitor’s products Three categories of user (Eason, 1987): primary : frequent hands-on secondary : occasional or via someone else tertiary : affected by its introduction, or will influence its purchasePowerPoint Presentation: Who are the stakeholders? Check-out operators Customers Managers and owners • Suppliers • Local shop ownersPowerPoint Presentation: What are the users’ capabilities? Humans vary in many dimensions: size of hands may affect the size and positioning of input buttons motor abilities may affect the suitability of certain input and output devices height if designing a physical kiosk strength - a child’s toy requires little strength to operate, but greater strength to change batteries disabilities(e.g. sight, hearing, dexterity)PowerPoint Presentation: What are ‘needs’? Users rarely know what is possible Users can’t tell you what they ‘need’ to help them achieve their goals Instead, look at existing tasks: their context what information do they require? who collaborates to achieve the task? why is the task achieved the way it is? Envisioned tasks: can be rooted in existing behaviour can be described as future scenariosWhere do alternatives come from?: Where do alternatives come from? Humans stick to what they know works But considering alternatives is important to ‘break out of the box’ Designers are trained to consider alternatives, software people generally are not How do you generate alternatives? ‘Flair and creativity’: research and synthesis Seek inspiration: look at similar products or look at very different productsIDEO TechBox: IDEO TechBox Library, database, website - all-in-one Contains physical gizmos for inspiration From: www.ideo.com/The TechBox : The TechBoxHow do you choose among alternatives?: How do you choose among alternatives? Evaluation with users or with peers, e.g. prototypes Technical feasibility: some not possible Quality thresholds: Usability goals lead to usability criteria set early on and check regularly safety: how safe? utility: which functions are superfluous? effectiveness: appropriate support? task coverage, information available efficiency: performance measurementsTesting prototypes to choose among alternatives: Testing prototypes to choose among alternativesLifecycle models: Lifecycle models Show how activities are related to each other Lifecycle models are: management tools simplified versions of reality Many lifecycle models exist, for example: from software engineering: waterfall, spiral, JAD/RAD, Microsoft, agile from HCI: Star, usability engineeringA simple interaction design model: A simple interaction design model Exemplifies a user-centered design approachTraditional ‘waterfall’ lifecycle: Traditional ‘waterfall’ lifecycleSpiral model (Barry Boehm): Important features: Risk analysis Prototyping Iterative framework so ideas can be checked and evaluated Explicitly encourages considering alternatives Good for large and complex projects but not simple ones Spiral model (Barry Boehm)Spiral Lifecycle model: Spiral Lifecycle modelA Lifecycle for RAD (Rapid Applications Development): A Lifecycle for RAD (Rapid Applications Development)DSDM lifecycle model: DSDM lifecycle modelThe Star lifecycle model: The Star lifecycle model Suggested by Hartson and Hix (1989) Important features: Evaluation at the center of activities No particular ordering of activities; development may start in any one Derived from empirical studies of interface designersThe Star Model (Hartson and Hix, 1989): The Star Model (Hartson and Hix, 1989)Usability engineering lifecycle model: Usability engineering lifecycle model Reported by Deborah Mayhew Important features: Holistic view of usability engineering Provides links to software engineering approaches, e.g. OOSE Stages of identifying requirements, designing, evaluating, prototyping Can be scaled down for small projects Uses a style guide to capture a set of usability goalsISO 13407: ISO 13407Summary: Summary Four basic activities in the design process Identify needs and establish requirements Design potential solutions ((re)-design) Choose between alternatives (evaluate) Build the artefact User-centered design rests on three principles Early focus on users and tasks Empirical measurement using quantifiable & measurable usability criteria Iterative design Lifecycle models show how these are related