Title: Lecture 2
1- Lecture 2 User-oriented Design
- Terry Winograd
- Introduction to Human-Computer Interaction Design
- Computer Science Department
- Stanford University
2Learning Goals for Today
- Have an overview of the Interaction Design
process in general and the specific way it will
be applied in this course - Have a broad understanding of what Design means
for this course - Learn a first level of detail about the steps we
will be employing in the project - See some examples of design projects
3What is Design (Kelley)
- Not just problem solving Creative leap
- Messy No right answer
- Takes a point of view or many
- Calls for vision and multiple minds
- Open attitude many solutions
- Learned from experience with reflection
- Requires a feel for the materials
- Starts with broadening, followed by narrowing
- Requires ongoing mindfulness
4Design phases (IDEO)
- Understand
- Observe
- Visualize and Predict
- Evaluate and Refine
- Implement
5The Interaction Design Process
- Adapted from slides by Ron B. Yeh, TA from 2003
6Overview
- Design Process Overview
- Idea Generation
- Needs Analysis
- Exploring Design Ideas
- Low-Fidelity Paper Prototype
- User Testing
- High Fidelity Interactive Prototype
7Design Process Overview
8Simple Iterative Model
- Modified from p. 186 in Interaction Design
9Know thy User
10Simple Iterative Model
NEEDS
DESIGN
IMPLEMENT
EVALUATE
- Modified from p. 186 in Interaction Design
11Participatory Design
NEEDS
DESIGN
IMPLEMENT
EVALUATE
- Modified from p. 186 in Interaction Design
12Idea Generation
13Brainstorming
- Group vs. Individual Creativity
- More Ideas More Creative Better
- Limited Time
- Keep a Record
- Brainstorm in Section next week! Brainstorming
is not just a good idea but an inexhaustible
source of inspiration and fresh thinking (IDEO)
14The Rules According to IDEO
- Be Visual.
- Defer judgment.
- Encourage Wild Ideas.
- Build on the Ideas of Others.
- Go for Quantity.
- One Conversation at a Time.
- Stay Focused on the Topic.
15Needs Analysis
NEEDS
DESIGN
IMPLEMENT
EVALUATE
16Contextual Inquiry
- Users and stakeholders
- Context
- At the interviewees workplace
- Partnership
- Designer is apprentice to Interviewee
- Can be guided by interviewee
17Contextual Interviews
- Interpretation and elicitation of needs
- Observations must be interpreted by observer and
interviewee - Focus
- Short
- Inquire about work behaviors
- Intention is to design a new system
- Focus on design goals
18Capturing the Data
- Observers head
- Written notes
- Sketches and photos of the setting
- Audio (or even Video)
19Exploring Design Ideas
NEEDS
DESIGN
IMPLEMENT
EVALUATE
20Scenarios
- What are they?
- When can you use them?
- Why are they useful?
- Scenario vs. Task
21Sketches
From a previous cs147 project
22Storyboards
http//www.storyboards-east.com/sb_dismoi.htm
23Storyboards
24Storyboards
25Flipbook
26Flipbook
27Flow Diagrams
From a previous cs147 project
28Woah Nelly!
- Sketches, Storyboards, Flipbooks, Diagrams
- Whats the Difference?
- When to use them?
- Why to use them?
- Whos the audience?
- Deliverable Storyboard only
- But, try as many as you can
29Prototyping
NEEDS
DESIGN
IMPLEMENT
EVALUATE
30Using Prototypes
- Allows multiple parties to envision together
- Designers
- Users
- Engineering, marketing, planning,..
- Reflective conversation with the materials
- Focus for identifying alternatives and tradeoffs
31Low-Fidelity Paper Prototype
NEEDS
DESIGN
IMPLEMENT
EVALUATE
32Tools
- Paper, Cardboard, Transparencies
- Tape, Glue, Rubber Cement
- Pens, Pencils, Markers
- Scissors
- Plastic Tubes, Paper Cups, CD Coasters
- Anything that you can buy in an arts and crafts
store (and that a kindergartener would have fun
using).
33Examples Low-Fidelity Prototype
34Examples Low-Fidelity Prototype
http//www.mindspring.com/bryce_g/projects/lo_fi.
html
35Examples Low-Fidelity Prototype
http//bmrc.berkeley.edu/courseware/cs160/fall99/p
rojects/t4/body/low-fi/
36Summary
- What is it?
- When can you use it?
- Why is it useful?
37User Testing
NEEDS
DESIGN
IMPLEMENT
EVALUATE
38Tools
- 4 group members
- Greeter/Facilitator
- Computer (not necessary for low-fi testing)
- 2 Observers/Note takers
- Prototype
- Users!!!!
39User Testing
http//www.cs.waikato.ac.nz/usability/facilities.h
tml http//www.itl.nist.gov/iad/gallery.html
40Summary
- What is it?
- When can you use it?
- Why is it useful?
41High Fidelity Interactive Prototype
NEEDS
DESIGN
IMPLEMENT
EVALUATE
42Tools
- HTML Javascript
- Java JFC/Swing
- Visual C, Visual Basic
- Flash MX, Director
- Mac Interface Builder
- othersor a mix of the above!!!
43Examples Interactive Prototype
From cs160 at UC Berkeley
44Examples Interactive Prototype
From cs247a at Stanford University
45Examples Interactive Prototype
From cs160 at UC Berkeley
46Summary
- What is it?
- When can you use it?
- Why is it useful?
47Examples of Projects
- Automated Menu System
- Interactive Academic Planner
- ToneDeaf Revolution
- N
- SleepSoft Tracker
- Goober's Marathon