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Core Consulting Curriculum Development Status Update

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Title: Core Consulting Curriculum Development Status Update


1
Usability with ProjectLecture 4 18/09/09
Susanne Frennert
2
Use of the heuristics
  • Use is two-stage
  • 1 To indicate the types of areas to consider
    when looking for problems
  • 2 To classify the problems when you find them
  • Remember look for problems, then classify
  • Not the other way around!

3
Your presentations
  • Over to you

4
Approaches to design
5
Approaches to design (source Keates and Clarkson
Countering design exclusion)
6
A stage-based model of the design process
(source BS7000 1 Guide to managing innovation)
7
An alternative stage-based approach
  • Clarification of the task
  • Take vague idea/market need and identify true
    requirements and constraints
  • OUTPUT Design specification
  • Conceptual design
  • Generate concepts with the potential to meet the
    functional and phsyical requirements in the
    design specification
  • OUTPUT Concept
  • Embodiment design
  • Lay foundation of detail design through
    structured development of concept
  • OUTPUT e.g. detailed layout drawing
  • Detail design
  • Specify precise shape, dimensions, tolerances,
    etc.
  • OUTPUT e.g. blueprints

8
Better models of design
  • Stage-based models typically focus on modelling
    process of design
  • More emphasis needed on meeting the products
    acceptability targets
  • Need to add 2 important questions
  • Verification Are we building the product
    correctly?
  • Validation Are we building the correct product?

9
The waterfall model
10
The waterfall model
  • Assumes that
  • All the requirements are identified by the start
  • All the system is analysed
  • All the system is designed
  • All the system is written
  • All the system is tested
  • All the systems is handed over to the client
  • There is only one run through the life cycle

11
Problems with waterfall model
  • Assumes logical development of ideas. It assumes
    that one stage finished before the next one
    starts.
  • What if the stakeholders thinks of important
    requirements later in the project?
  • What if the stakeholders requirements change
    during the project?
  • Users are not involved in the validation until
    acceptance testing (in the end)
  • What if the system handed over to the client does
    the wrong thing?
  • The idea of iteration was not embedded in the
    original waterfall model

12
A systems approach to designing
  • Evaluation of acceptability (verification and
    validation) is crucial
  • Provides evidence of performance (whether good
    or not)
  • Additionally, evaluation of product must be done
    in context of its use
  • For genuine usability (and inclusivity) where
    the product is part of a system, the entire
    system should be evaluated
  • Where the product is a service, the entire
    service delivery chain should be evaluated

13
An example of a systems approach The V-model
14
Iterative models of design
  • Most classical models still represent design as
    largely linear
  • In reality, most design is iterative (design,
    evaluate, design, evaluate)
  • Newer models reflect this

15
Shigley and Mischke Optimisation and iteration
16
Other approaches to design
  • All models so far are engineering models of
    design
  • Focus on practical acceptability
  • i.e. utility and usability
  • Alternative approach from product design
  • More focus on social acceptability
  • i.e. aesthetics, desirability and branding

17
A practitioners model of design The IDEO
approach
18
Another view of design
  • A product-centred approach
  • A user-centred approach

19
The user-loop A model of user involvement in
design
20
The three principles of user centred design are
  • Early focus on users and tasks
  • Understanding who the users will be, by directly
    studying their characteristics
  • Empirical measurement
  • Users reactions and performance to scenarios,
    simulations, and prototype are observed, recorded
    and analysed
  • Iterative design
  • When problems are found in user testing, they are
    fixed and more tests and observations are carried
    out

21
Four basic activities in the design process
  • Identify needs and establish requirements
  • Design potential solutions ((re)-design)
  • Choose between alternatives (evaluate)
  • Build the artefact

22
Heuristics as a design approach
23
Five attributes of Usability (Nielsen, 1994)
  • Learnability system is easy to learn so users
    can get started quickly
  • Efficiency system should be easy to use,
    resulting in high productivity
  • Memorability system should be easy to remember
  • Errors system should have low error rate and
    allow error recovery
  • Satisfaction system should be pleasant to use

24
Setting the scene
  • Rehabilitation Robotics in Europe c.1997
  • EU funded many projects under TIDE initiative
  • LOTS of money!!!
  • Projects generally major disasters
  • Lets see why

25
An example The EPI-RAID robot
  • The RAID workstation allows users to
  • move books from a book shelf to a reader board
    and back again
  • turn single and multiple pages in books
  • discard documents
  • staple documents
  • insert floppy disks
  • insert CD-ROMs
  • drink with a straw

26
EPI-RAID failed because
  • No in-built market to sell to
  • Had to sell on its own merits
  • Too expensive
  • (5000000DKK)
  • Overtaken by new technology
  • Internet
  • Not enough consideration of what it was to be
    used for
  • Too much focus on the technology

27
Question
  • Can we use Nielsens heuristic in the design
    process?
  • i.e. not just for post-hoc testing

28
Exercise
29
Exercise
  • Work as a group
  • Write a script (task analysis) for how you
    envisage each of your personas would use your
    site
  • Try to follow that script using your site
  • Log any problems you encounter
  • Then try another groups site (more if you have
    time)
  • Make any changes to your site based on your
    evaluations

30
Task scenarios
  • Purpose
  • To provide examples of usage as an input to
    design, and to provide a basis for subsequent
    usability testing. Scenarios specify how users
    carry out their tasks in a specified context. To
    maintain design flexibility, they should not
    specify what product features are used
  • Try to generate scenarios to cover a wide range
    of situations, not just the most common ones or
    those of most interest to you
  • Try to include problem situations that will test
    the system concept, not just straightforward
    scenarios
  • Work through the scenarios fully and judge the
    system on that basis rather than trying to change
    the system half way through
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