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Design Methodology

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To get an insight into the HCI design process. To know some important issues when designing interactive ... Personas. Scenarios. Interaction Relabelling ... – PowerPoint PPT presentation

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Title: Design Methodology


1
Design Methodology
  • October 23, 2003 Intelligent System Design,
    IT-university Maria Håkansson

2
Goals for today
  • To get an insight into the HCI design process
  • To know some important issues when designing
    interactive computer systems
  • Discuss an example ActiMates Barney
  • To know some useful data gathering methods
  • To try out a rather unusual design technique

3
Methodology
  • A methodology can be seen as
  • An aid to structure the process
  • An aid to organize activities and results
  • An aid to make progress
  • An aid to plan a project (sub goals, deliveries
    etc)
  • Not a simple recipe for success has to be used
    with good judgement

4
HCI design principles
  • Design should
  • be user-centred and involve users as much as
    possible so that they can influence it
  • integrate knowledge and expertise from the
    different disciplines that contribute to HCI
    design
  • be highly iterative so that testing can be done
    to check that the design does indeed meet users
    requirements

5
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6
User-centred design
  • Analysis of users, tasks and context
  • Identification of requirements
  • Design
  • Prototyping
  • Testing and evaluation with users

7
An iterative process
  • To repeat the different steps and make
    improvements on the design using the feedback
    from the previous step(s)

Analysis
Identification of Requirements
Evaluation
Design and prototyping
8
Same ideas, different models
An interaction design model according to Preece,
Rogers and Sharp (2002)
9
When does it stop?
The only factor limiting the number of times
through the cycle is the resources available, but
whatever the number is, development ends with an
evaluation activity that ensures the final
product meets the prescribed usability
criteria. (Preece, Rogers and Sharp 2002)
10
Analysis of users, tasks and context
  • Who are the users?
  • Particular characteristics (e.g. expertise, age,
    background)
  • Special needs? Requirements?
  • Work or leisure?
  • Attitudes?
  • Infrequent or frequent user?
  • Results
  • User profile a collection of attributes for a
    typical user

11
Analysis of users, tasks and context
  • Task description
  • To describe and analyse the main task or activity
    of the product/system to be designed
  • What elements does the task consist of?
  • How are these performed today?

12
Analysis of users, tasks and context
  • Where and when?
  • Work or entertainment?
  • At home, at work, mobile?
  • Environment (e.g. light conditions, spatial
    requirements)
  • Frequency?
  • Social context?

13
Data gathering
  • Gather data (data gathering techniques), analyse
    it, extract requirements
  • Techniques, some examples
  • Questionnaires/Interviews/Focus groups
  • Observations/Ethnography
  • Scenarios (for task description)
  • Cultural probes

14
Data gathering
  • Questionnaires
  • good if people are spread out, answering specific
    questions
  • Interviews
  • Un-, semi- or structured, exploring issues
  • Focus groups
  • group interview, collecting multiple viewpoints
  • Observation
  • To observe work as it happens, in its natural
    setting, understanding context

15
Data gathering
  • Scenarios
  • An informal narrative description (Carroll,
    2000)
  • Cultural probes
  • Alternative approach to understanding users and
    their needs, developed by Gaver (1999)
  • Important to think about the user is the expert,
    not you!

16
Identification of requirements
  • A requirement is a statement about an intended
    product that specifies what it should do and how
    it should perform
  • An example time to download any complete page is
    less than 5 sec (website)
  • What is the goal?
  • to produce a set of stable requirements that
    form a sound basis to move forward in thinking
    about design.

17
Different requirements
  • Functional requirements
  • Environmental requirements
  • Physical, social, organizational, technical
  • User requirements
  • Usability requirements

18
Lost? We are here! -)
Analysis
Evaluation
Identification of Requirements
Design and prototyping
19
Design
  • Design activities begin once a set of
    requirements has been established
  • Conceptual vs physical design
  • Design should be evaluated by users and in order
    to do so, users need an interactive version of
    the design ideas a prototype

20
Prototyping
  • What is a prototype?
  • From paper-based storyboards to complex pieces of
    software 3D paper models, cardboard mock-ups,
    hyperlinked screen shots, video simulations of a
    task, metal or plastic versions of the final
    product

21
Prototyping
  • Why prototype?
  • Useful aid when discussing ideas
  • Useful for testing with users
  • Useful for clarifying vague requirements
  • What kind of prototype you build depends on what
    aspect of the product you want to test

22
Low-fidelity prototyping
  • Beginning of design process
  • Simple, quick and cheap
  • Encourage exploration and modification
  • Two examples storyboarding and Wizard of Oz

23
Storyboarding
  • Often used in conjunction with scenarios
  • Series of sketches showing how a user might
    progress through a task using a device being
    developed

24
Wizard of Oz
  • Requires a software-based prototype
  • The user interacts with the software but the
    softwares responses are simulated by a human
    operator

25
High-fidelity prototyping
  • End of the design process
  • Uses materials that you would expect to be in the
    final product
  • Complete functionality
  • Takes long time to build, expensive

26
Generating ideas
  • Generate MANY ideas!
  • Generate, structure and review
  • Look for inspiration similar products, fantasise
  • Kill your darlings! -)
  • Brainstorming methods, scenarios

27
Methods for inspiration
  • Personas
  • Scenarios
  • Interaction Relabelling
  • Possible interactions with a known mechanical
    device are mapped to the functions of an
    electronic device to be designed
  • Extreme characters
  • Fictional users with exaggerated emotional
    attitudes are taken as the basis of design to
    highlight cultural issues

28
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29
Evaluation
  • Why?
  • Following design guidelines doesnt guarantee
    good usability
  • Problems are fixed before the product is shipped,
    not after -)
  • Formative vs summative evaluation

30
Evaluation
  • What to evaluate decide setting
  • Laboratory is ok for evaluating a website
  • Natural setting is required when testing e.g.
    toys
  • Evaluation doesnt always involve users!
  • Experts might evaluate the product using special
    guidelines heuristics

31
Evaluation methods
  • Heuristics
  • Experiments
  • Questionaires
  • Interviews
  • Observations
  • Think-aloud

32
Interaction relabelling and extreme characters
33
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