Title: User-centered approaches to interaction design
1User-centered approaches to interaction design
2Contents of this talk
- Advantages of involving users in development
- Principles of a user-centered approach
- Ethnographic-based methods
- Participative design techniques
3Why is it important to involve users?
- Better understanding of users needs and goals,
thus more appropriate and more useable product. - Expectation management
- making sure that the users views and
expectations of the new product are realistic. - exceed users expectations
- Adequate and timely training
- Ownership involvement makes users more
respective to the product.
4Degrees of involvement
- Users join the design team
- Full-time basis or Part-time basis
- For the duration of the project or for a limited
time only - Users are not team members but kept informed
through newsletters or other channels of
communication - Compromise situation
5Degrees of involvement (cont) Users join the
design team
- Full-time basis
- Advantage
- Consistent input
- Users are familiar with the system and its
rationale. - Disadvantage
- Lose touch with other users if the project takes
many years. Input is less valuable.
6Degrees of involvement (cont) Users join the
design team (cont)
- Part-time basis
- User is co-opted for whole project
- Advantage
- input consistent
- Remain in touch with other users
- Disadvantage too stressful to the user
- Need to learn new jargon and handle unfamiliar
material - Fulfill original job concurrently
- User is co-opted for limited period
- Advantage less stressful
- Disadvantage input is not consistent
7Degrees of involvement (cont)How actively users
should be involved?
- more successful projects have direct links to
users and customers - user studies produce benefits outweigh the costs
of conducting them. - high user involvement has negative effect
8Principles of user-centered approach
- Early focus on users and tasks
- Empirical measurement
- Iterative design
9Principles of user-centered approach (cont)
Early focus on users and tasks
- Users tasks and goals are the driving force
behind the development - Users behavior and context of use are studied
and the system is designed to support them. - Users characteristics are captured and designed
for - Users are consulted throughout development from
earliest phases to the latest and their input is
seriously taken into account - All design decisions are taken within the context
of the users, their work and environment
10Understanding users work applying ethnography
in design
11What is ethnography?
- literally means writing the culture
- a broad-based approach in which the users are
observed under their normal activities - Documented and rationalized experience
- Make the implicit explicit
12What can ethnography do?
- Studying the context of work and watching work
being done can reveal information that might be
missed by other methods that concentrated on
asking about work away from its natural setting
13Typical ethnography example
- Background
- Method
- Brief characterization of user community
- Community practices and procedures
14Principles to do the ethnography?
- Being reasonable, courteous, unthreatening, and
interested in whats happening.
15Design Ethnography
- Design concerned with abstraction and
rationalization - Ethnography interested in details.
16The problem?
- Representing the information gleaned from an
ethnographic study so that it can be used in
design is hard.
17A framework
- The distributed co-ordination the distributed
nature of the tasks and the activities - The plans and procedures the organizational
support for the work. - The awareness of work how people keep themselves
aware of others work.
18Two supporting methods
- Coherence presents the data from an ethnography
study based around a set of view points and
concerns. - Contextual design provides a structured approach
to gathering and representing info from fieldwork
with the purpose of design.
19Coherence
- 3 viewpoints and a set of focus questions
associated with each of them - 4 concerns and a set of focus questions
associated with each of them
20- Viewpoints dimensions
- Focus questions
- Distributed coordination how clear are the
boundaries.. - Plans and procedures how do they function?
How do -
they fail.. - Awareness of work how does the spatial
organization -
support the interaction? How do -
workers organize the space around
21- Concerns
- ---- paperwork and computer work
- ---- skill and the use of local knowledge
- ---- spatial and temporal organization
- ---- organizational memory
22Contextual design
- Contextual inquiry
- Work modeling
- Consolidation
- Work redesign
- User environment design
- Mockup and test with customers
- Putting it into practice
23Contextual inquiry
- An ethnographic study approach used for design
- Follows an apprenticeship model
- 4 main principles context
- partnership
- interpretation
- focus
24Context inquiry ethnography interview
- Duration
- Intensity
- Participation
- intention
25Work modeling
- Work flow model the people involved and the
communication and coordination that takes place. - Sequence model the detailed work steps to
achieve a goal. - Artifact model the physical things created to do
the work. - Cultural model constraints on the system caused
by organizational culture. - Physical model the physical structure of the
work.
26Interpretation session
- Interpreter roles
- ---- interviewer
- ---- work modelers
- ---- recorder
- ---- participants
- ---- moderator
27Consolidating the models
- Why to get a more general model of the work, one
that is valid across individuals - How use affinity diagram, which organize the
individual notes captured in the interpretation
sessions into a hierarchy showing common
structures and themes
28Affinity diagram
29The aim of consolidation on different models
- Work flow Models identify the key role.
- Sequence Models identify what really needs to
happen to accomplish the work - Artifacts Models show the common approaches to
organize and structure the work - Physical Models show the commonality of physical
structures - Cultural Models show the set of common
influencers within the organization.
30Design room
- A physical environment with all the work models
available. - An important element of Contextual Design.
31Participatory design
- Involve users in design actively
- PICTIVE(Muller 1991) and CARD (Tudor 1993)
32PICTIVE (Plastic Interface for collaborative
Technology Initiatives)
- To let users fully participate in the design
- To improve knowledge acquisition
- Concentrates on detailed aspects of the system
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34PICTIVE (cont.)
- Stakeholders introduce themselves
- Brief tutorials are represented
- Brainstorm designs
- Walkthrough of the design and the decisions
35CARD (Collaborative Analysis of requirements and
Design)
- A form of storyboarding
- Concentrates on a macroscopic view of the task
flow
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37Summary
- Involving users in the design process helps with
expectation management and feelings of ownership,
but how and when to involve users is a matter of
dispute. - Putting a user-centered approach into practice
requires much information about the users to be
gathered and interpreted. - Ethnography is a good method for studying users
in their natural surroundings - Representing the information gleaned from an
ethnographic study so that it can be used in
design has been problematic.
38Summary (cont.)
- The goals of ethnography are to study the
details, while the goals of system design are to
produce abstractions hence they are not
immediately compatible. - Coherence is a method that provides focus
questions to help guide the ethnographer towards
issues that have proved to be important in
systems development. - Contextual design is a method that provides
models and techniques for gathering contextual
data and representing it in a form suitable for
practical design. - PICTIVE and CARD are both participatory design
techniques that empower users to take an active
part in design decisions.