Title: SIMS 213: User Interface Design
1SIMS 213 User Interface Design Development
- Marti Hearst
- Thurs, Feb 6, 2003
2Cooper on Designing for Goals
- We do tasks to achieve goals dont equate them!
- Traveling safely in 1849 vs. 1999
- Goal of good design help users achieve practical
goals while not violating their personal goals - No unnatural acts
- Distinctions
- Personal goals
- Corporate goals
- Practical goals
- False goals
- Example goal-directed tv news system
3Think Outside-in versus Inside-out
- Do not expect others to think or behave
- as you do
- as you would like them to
- Assess the meaning of the displays and controls
based on what a user can be assumed to know, not
based on what you know
4Example Playing Pictionary
- Getting into someone elses head
5However (from Cooper)
- Being a victim of a problem does not necessarily
bestow the power to see the solution - An individual is not always representative
- Company president example
6Personas (from Cooper)
- Hypothetical Archetypes
- Archetype (American Heritage)
- An original model or type after which other
similar things are patterned a prototype - An ideal example of a type quintessence
- A precise description of a user and what they
want to accomplish - Imaginary, but precise
- Specific, but stereotyped
- Real people have non-representative quirks
7The Essence of Personas
- Describe a person in terms of their
- Goals in life (especially relating to this
project) - Capabilities, inclinations, and background
- People have a visceral ability to generalize
about real and fictional people - We can have detailed discussions about what Harry
Potter, Scarlett OHara, or Colin Powell will
think or do. - They wont be 100 accurate, but it feels natural
to think about people this way
8Reasons for Personas
- A compromise design pleases no-one
- The broader you aim, the more likely you miss the
bulls-eye - 50 of the people 50 happy doesnt work
- Car example soccer mom, carpenter, dot-com exec
- Every time you extend functionality to include
another constituency, you put another speed bump
of features and controls across every other
users road. - A targeted design can achieve
- 10 people 100 ecstatic
- Examples
- Ram pickup truck
- Sony aibo
- There is no such thing as an average user
9Reasons for Personas
- Examples of results of targeted design
- Dodge Ram pickup
- Roller suitcases
- Sony Aibo
- Isnt useful for anything
- Not fuzzy and warm
- Too delicate to let children use it, but
- Passionate fan clubs
- Brisk sales despite steep price and prices now
coming down
10Reasons for Personas
- Avoid the elastic user
- If the description is not specific, it can easily
wiggle to suit the design needs of the moment - Piston analogy
- Helps prevent designer / programmer from
imagining they are the user
Image from www.howstuffworks.com
11Reasons for Personas
- Puts an end to feature debates
- Makes hypothetical arguments less hypothetical
- Q What if the user wants to print this out?
- A1 The user wont want to print often.
- A2 Emilee wont want to print often.
- User Persona, not Buyer Persona
- This is one way HCI differs from marketing
- Eventually it pays off in more sales
12Case Study using Personas
- Sony TransComs P_at_ssport
- Initial design Conventional solution
- Deep hierarchy of screens
- Uninformed consent
- Reflected the internal design of the software
- This design decision forced them to throw out the
natural choice of a touchscreen - 3D graphics, artistic icons, map-and-globe
metaphor - But no substance
- Painting the corpse
13Case Study using Personas
- Procedure
- Interviews inside Sony
- What are their goals?
- What is the project history?
- Interviews in the field
- Airline personnel, particularly flight attendants
- Every new story lead to a new persona
- 30 personas at one point
- Eventually, see commonalities, collapse them down
- 4 passengers, six airline employees
- Passengers are the hard part
14Case Study using Personas
- Passenger Personas
- Chuck Burgermeister
- Ethan Scott
- Marie Dubois
- Clevis McCloud
- Goal satisfy all of them, make no one unhappy,
but dont have to make any of them exceptionally
happy - (contradiction of earlier point captive
audience) - Interesting development one persona became a
common denominator and a touchstone
15Case Study using Personas
- Interesting design decisions
- No navigation
- Only one screen
- This isnt really accurate they had different
screens for different kinds of entertainment - This means not very many movies to choose from
and is not what a computer scientist would
design for - Physical knob like a radio dial
- Few clicks means touchscreen is ok
- Content provided much of the value
- Movie vendors surprised the designers by being
enthused about having to supply content - Consequence of the fact that every movie is
carefully marketed already - Other interfaces needed for airline personnel
16Cooper on Scenarios
- Daily Use
- Fast to learn
- Shortcuts and customization after more use
- Necessary Use
- Infrequent but required
- Nothing fancy needed
- Edge Cases
- Ignore or save for version 2
- Example image cropping application
- It works so intuitively, it feels like magic
17Coopers Perpetual Intermediaries
Beginners
Intermediates
Experts
Programmers design for experts
18Perpetual Intermediaries
Beginners
Intermediates
Experts
Marketers design for beginners
19Perpetual Intermediaries
Beginners
Intermediates
Experts
People spend most of their time as intermediates
20Perpetual Intermediaries
Beginners
Intermediates
Experts
Paradoxical Curves
21Lets practice creating personas