Title: Design Methodology
1Design Methodology
- October 23, 2003 Intelligent System Design,
IT-university Maria Håkansson
2Goals 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
3Methodology
- 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
4HCI 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(No Transcript)
6User-centred design
- Analysis of users, tasks and context
- Identification of requirements
- Design
- Prototyping
- Testing and evaluation with users
7An 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
8Same ideas, different models
An interaction design model according to Preece,
Rogers and Sharp (2002)
9When 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)
10Analysis 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
11Analysis 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?
12Analysis 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?
13Data 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
14Data 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
15Data 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!
16Identification 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.
17Different requirements
- Functional requirements
- Environmental requirements
- Physical, social, organizational, technical
- User requirements
- Usability requirements
18Lost? We are here! -)
Analysis
Evaluation
Identification of Requirements
Design and prototyping
19Design
- 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
20Prototyping
- 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
21Prototyping
- 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
22Low-fidelity prototyping
- Beginning of design process
- Simple, quick and cheap
- Encourage exploration and modification
- Two examples storyboarding and Wizard of Oz
23Storyboarding
- Often used in conjunction with scenarios
- Series of sketches showing how a user might
progress through a task using a device being
developed
24Wizard of Oz
- Requires a software-based prototype
- The user interacts with the software but the
softwares responses are simulated by a human
operator
25High-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
26Generating ideas
- Generate MANY ideas!
- Generate, structure and review
- Look for inspiration similar products, fantasise
- Kill your darlings! -)
- Brainstorming methods, scenarios
27Methods 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(No Transcript)
29Evaluation
- Why?
- Following design guidelines doesnt guarantee
good usability - Problems are fixed before the product is shipped,
not after -) - Formative vs summative evaluation
30Evaluation
- 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
31Evaluation methods
- Heuristics
- Experiments
- Questionaires
- Interviews
- Observations
- Think-aloud
32Interaction relabelling and extreme characters
33www.viktoria.se/saral/course/