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Design Design Exercise

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Actors -- Travel agency staff ... Adding functionality (complexity) is now easy and cheap. Adding controls/feedback is expensive ... – PowerPoint PPT presentation

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Title: Design Design Exercise


1
DesignDesign Exercise
  • The light bulb goes on

2
Socio-Technical Models
  • USTM User Skills and Task Match
  • Stakeholders
  • Primary -- The systems users
  • Secondary -- People who get system I/O (eg. Get
    reports, fill in forms)
  • Tertiary -- Affected by success/failure of system
  • Facilitating -- Design, development, maintenance

3
Socio-Technical Models
  • Airline booking example
  • Primary
  • Travel agents, airline booking staff
  • Secondary
  • Customers, airline management
  • Tertiary
  • Competitors, stockholders, FAA
  • Facilitators -- IT staff, design team

4
USTM Activities
  • Describe organizatiopnal context
  • Identify stakeholders
  • Motivation, disincentives, skills, power
  • Identify workgroups
  • Collections of people
  • Identify task-object pairs
  • Identify Stakeholder needs

5
Soft Systems Methodology
  • Gather data about the organization
  • Understand by observation the way the
    organization
  • Develop root definitions
  • CATWOE

6
Soft Systems Methodology
  • CATWOE
  • Clients -- Customer
  • Actors -- Travel agency staff
  • Transformations -- Clients request
    transformed into seat on flight profit
  • Worldview -- Higher profits through more
    efficient sales
  • Owner -- Airline management
  • Environment -- FAA, Contract law...

7
Agenda
  • Challenges
  • Idea generation
  • Design principles

8
Design
  • How do we come up with new (good) designs for
    interactive systems?
  • Why is it so difficult?

9
Why is Design Difficult?
  • 1. Increasing complexity/pressure
  • Number of things to control has risen
    dramatically
  • Display is increasingly symbolic/artificial
  • Feedback is more complex and subtle
  • Errors are increasingly serious/costly

10
Why Difficult?
  • 2. Marketplace pressures
  • Time is money
  • Adding functionality (complexity) is now easy and
    cheap
  • Adding controls/feedback is expensive
  • Design usually requires several iterations before
    success

11
Why Difficult?
  • 3. People often consider cost and appearance over
    human factors design
  • 4. Creativity is challenging

12
Good Bad Designs
  • Examples

13
Good Design
  • Invites person to use it properly
  • Ball -- throwable
  • Doorknob -- graspable
  • Visual affordance
  • The perceived and actual fundamental properties
    of an object that help convey how it should be
    used -- (Don Norman)
  • Complex things need explaining
  • Simple things should not

14
Guidelines for Design
  • 1. Provide a good conceptual model
  • User has mental model of how things work
  • Build design that allows user to predict effects
    of actions
  • 2. Make things visible
  • Visible affordances, mappings, constraints
  • Remind person of what can be done and how to do it

15
Idea Creation
How do we create and develop new interface ideas
and designs?
  • Ideas come from
  • Imagination
  • Analogy
  • Observation of current practice
  • Observation of current systems
  • Borrow from other fields
  • Animation
  • Theatre
  • Information displays
  • Architecture
  • ...

16
Interface Metaphors
  • Metaphor - Application of name or descriptive
    term to another object which is not literally
    applicable
  • Use Natural transfer - apply existing knowledge
    to new, abstract tasks
  • Problem May introduce incorrect mental model

17
Metaphor Creation (1)
  • Prepare
  • What functions are needed
  • What are users problems?

18
Metaphor Creation (2)
  • Generate
  • Use metaphor that matches users conceptual tasks
  • Given choice, choose metaphor closest to way
    system really works
  • Ensure emotional tone is appropriate to users

19
Metaphor Creation (3)
  • Evaluate
  • Evolve

20
Idea Creation
  • Methods for creating and developing interface
    ideas
  • Turn off your natural critique mechanism!
  • ?

21
Idea Creation Methods
  • 1. Consider new use for object
  • 2. Adapt object to be like something else
  • 3. Modify object for a new purpose

22
Idea Creation Methods
  • 4. Magnify - add to object
  • 5. Minimize - subtract from object
  • 6. Substitute something similar

23
Idea Creation Methods
  • 7. Rearrange aspects of object
  • 8. Change the point of view
  • 9. Combine data into an ensemble

24
Iterate on Design
  • Redesign system
  • in light of initial user impressions
  • pay attention to common complaints
  • Be prepared to...
  • Abandon bad ideas!!
  • Its just an idea, not a measure of your worth!

25
Quotable Quotes Practice
  • The secret to having good ideas is to have many
    ideas -- Bill Buxton
  • Youve got 100,000 bad drawings inside you.
    Youre here at art school to get them out. --
    Chuck Jones
  • Design takes practice!!

26
Quotable Quotes
  • Where principle is put to work, not as a recipe
    or as a formula, there will always be style --
    Le Corbusier
  • Every curve and line has to have real meaning
    it cant be arbitrary. -- Frank Lloyd Wright

27
Design Guidelines/Principles
  • General guidelines (rules of thumb) to help
    create more usable systems
  • Can be subtle, even contradictory

28
Design Principles
  • 1. Use simple and natural dialog in users
    language
  • Match users task in a natural way
  • Avoid jargon, techno-speak
  • Present exactly info that user needs
  • Less is more!

29
Design Principles
  • 2. Strive for consistency
  • Sequences, actions, commands, layout, terminology
  • Makes more predictable
  • Dialog boxes all having same closure options

30
Design Principles
  • 3. Provide informative feedback
  • Continuously inform user about what is occurring
  • Most important on frequent, substantive actions
  • in file
  • How to deal with delays?
  • Special cursors
  • Done graphs

31
Design Principles
  • 4. Minimize users memory load
  • Recognition is better than recall
  • Make visible!
  • Describe required input format, include example
    and default
  • Date _ _ - _ _ - _ _ (DD-MM-YY)
  • Use small of generally applicable cmds

32
Design Principles
  • 5. Permit easy reversal of actions
  • Undo!
  • Reduces anxiety, encourages experimentation

33
Design Principles
  • 6. Provide clearly marked exits
  • Dont want the user to feel trapped
  • Examples

34
Design Principles
  • 7. Provide shortcuts
  • Enable frequent users to perform often-used
    operations quickly
  • Keyboard mouse
  • Navigation between windows/forms
  • Reuse

35
Design Principles
  • 8. Support internal locus of control
  • Put user in charge, not computer
  • Can be major source of anxiety

36
Design Principles
  • 9. Handle errors smoothly and positively
  • 10. Provide useful help and documentation
  • (More to come later in course on these two)

37
Design Workshop
  • Teams of 5
  • Design a Thermostat
  • 1 Temperature per hour
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