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The process of interaction design
Overview What is involved in Interaction Design? Importance of involving users Degrees of user involvement What is a user-centered approach? Four basic activities Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives? A simple lifecycle model for Interaction Design Lifecycle models from software engineering Lifecycle models from HCI
What is involved in Interaction Design? It is a process: a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility a creative activity a decision-making activity to balance trade-offs It is a representation: a plan for development a set of alternatives and successive elaborations
Importance of involving users Expectation management   Realistic expectations  No surprises, no disappointments Timely training Communication, but no hype Ownership   Make the users active stakeholders More likely to forgive or accept problems Can make a big difference to acceptance  and success of product
Degrees of user involvement Member of the design team Full time: constant input, but lose touch with users Part time: patchy input, and very stressful Short term: inconsistent across project life Long term: consistent, but lose touch with users Newsletters and other dissemination devices   Reach wider selection of users Need communication both ways Combination of these approaches
What is a user-centered approach? User-centered approach is based on: Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics   Empirical measurement:   users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed Iterative design: when problems are found in user testing, fix them and carry out more tests
Four basic activities There are four basic activities in Interaction Design: 1. Identifying needs and establishing requirements 2. Developing alternative designs 3. Building interactive versions of the designs 4. Evaluating designs
Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives?
Who are the users/stakeholders? Not as obvious as you think: those who interact directly with the product those who manage direct users those who receive output from the product  those who make the purchasing decision  those who use competitor’s products Three categories of user (Eason, 1987):  primary : frequent hands-on secondary : occasional or via someone else tertiary : affected by its introduction, or will influence its purchase
Who are the stakeholders? Check-out operators Customers Managers and owners •  Suppliers •  Local shop    owners
What are the users’ capabilities?  Humans vary in many dimensions:   size of hands may affect the size and positioning of input buttons  motor abilities may affect the suitability of certain input and output devices  height if designing a physical kiosk  strength - a child’s toy requires little strength to operate, but greater strength to change batteries disabilities(e.g. sight, hearing, dexterity)
What are ‘needs’? Users rarely know what is possible Users can’t  tell you what they ‘need’ to help them achieve their goals  Instead, look at existing tasks: their context what information do they require? who collaborates to achieve the task? why is the task achieved the way it is? Envisioned tasks: can be rooted in existing behaviour can be described as future scenarios
Where do alternatives  come from? Humans stick to what they know works But considering alternatives is important to ‘break out of the box’ Designers are trained to consider alternatives, software people generally are not How do you generate alternatives? ‘ Flair and creativity’: research and synthesis  Seek inspiration: look at similar products or look at very different products
IDEO TechBox Library, database, website - all-in-one Contains physical gizmos for inspiration From: www.ideo.com/
The TechBox
How do you choose among  alternatives? Evaluation with users or with peers, e.g. prototypes Technical feasibility: some not possible Quality thresholds: Usability goals lead to usability criteria set early on and check regularly safety: how safe? utility: which functions are superfluous?  effectiveness: appropriate support? task coverage, information available efficiency: performance measurements
Testing prototypes to choose among alternatives
Lifecycle models Show how activities are related to each other Lifecycle models are: management tools simplified versions of reality Many lifecycle models exist, for example: from software engineering: waterfall, spiral, JAD/RAD, Microsoft, agile from HCI: Star, usability engineering
A simple interaction design model Exemplifies a user-centered design approach
Traditional ‘waterfall’ lifecycle
Spiral model (Barry Boehm) Important features: Risk analysis Prototyping Iterative framework so ideas can be checked and evaluated Explicitly encourages considering alternatives Good for large and complex projects but not simple ones
Spiral Lifecycle model
A Lifecycle for RAD  (Rapid Applications  Development)
DSDM lifecycle model
The Star lifecycle model Suggested by Hartson and Hix (1989) Important features: Evaluation at the center of activities No particular ordering of activities; development may start in any one Derived from empirical studies of interface designers
The Star Model  (Hartson and Hix, 1989)
Usability engineering lifecycle model Reported by Deborah Mayhew Important features: Holistic view of usability engineering Provides links to software engineering approaches, e.g. OOSE  Stages of identifying requirements, designing, evaluating, prototyping Can be scaled down for small projects Uses a style guide to capture a set of usability goals
ISO 13407
Summary Four basic activities in the design process Identify needs and establish requirements Design potential solutions ((re)-design) Choose between alternatives (evaluate) Build the artefact User-centered design rests on three principles Early focus on users and tasks Empirical measurement using quantifiable & measurable usability criteria Iterative design Lifecycle models show how these are related

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Chapter 9 id2e_slides

  • 1. The process of interaction design
  • 2. Overview What is involved in Interaction Design? Importance of involving users Degrees of user involvement What is a user-centered approach? Four basic activities Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives? A simple lifecycle model for Interaction Design Lifecycle models from software engineering Lifecycle models from HCI
  • 3. What is involved in Interaction Design? It is a process: a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility a creative activity a decision-making activity to balance trade-offs It is a representation: a plan for development a set of alternatives and successive elaborations
  • 4. Importance of involving users Expectation management Realistic expectations No surprises, no disappointments Timely training Communication, but no hype Ownership Make the users active stakeholders More likely to forgive or accept problems Can make a big difference to acceptance and success of product
  • 5. Degrees of user involvement Member of the design team Full time: constant input, but lose touch with users Part time: patchy input, and very stressful Short term: inconsistent across project life Long term: consistent, but lose touch with users Newsletters and other dissemination devices Reach wider selection of users Need communication both ways Combination of these approaches
  • 6. What is a user-centered approach? User-centered approach is based on: Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed Iterative design: when problems are found in user testing, fix them and carry out more tests
  • 7. Four basic activities There are four basic activities in Interaction Design: 1. Identifying needs and establishing requirements 2. Developing alternative designs 3. Building interactive versions of the designs 4. Evaluating designs
  • 8. Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives?
  • 9. Who are the users/stakeholders? Not as obvious as you think: those who interact directly with the product those who manage direct users those who receive output from the product those who make the purchasing decision those who use competitor’s products Three categories of user (Eason, 1987): primary : frequent hands-on secondary : occasional or via someone else tertiary : affected by its introduction, or will influence its purchase
  • 10. Who are the stakeholders? Check-out operators Customers Managers and owners • Suppliers • Local shop owners
  • 11. What are the users’ capabilities? Humans vary in many dimensions: size of hands may affect the size and positioning of input buttons motor abilities may affect the suitability of certain input and output devices height if designing a physical kiosk strength - a child’s toy requires little strength to operate, but greater strength to change batteries disabilities(e.g. sight, hearing, dexterity)
  • 12. What are ‘needs’? Users rarely know what is possible Users can’t tell you what they ‘need’ to help them achieve their goals Instead, look at existing tasks: their context what information do they require? who collaborates to achieve the task? why is the task achieved the way it is? Envisioned tasks: can be rooted in existing behaviour can be described as future scenarios
  • 13. Where do alternatives come from? Humans stick to what they know works But considering alternatives is important to ‘break out of the box’ Designers are trained to consider alternatives, software people generally are not How do you generate alternatives? ‘ Flair and creativity’: research and synthesis Seek inspiration: look at similar products or look at very different products
  • 14. IDEO TechBox Library, database, website - all-in-one Contains physical gizmos for inspiration From: www.ideo.com/
  • 16. How do you choose among alternatives? Evaluation with users or with peers, e.g. prototypes Technical feasibility: some not possible Quality thresholds: Usability goals lead to usability criteria set early on and check regularly safety: how safe? utility: which functions are superfluous? effectiveness: appropriate support? task coverage, information available efficiency: performance measurements
  • 17. Testing prototypes to choose among alternatives
  • 18. Lifecycle models Show how activities are related to each other Lifecycle models are: management tools simplified versions of reality Many lifecycle models exist, for example: from software engineering: waterfall, spiral, JAD/RAD, Microsoft, agile from HCI: Star, usability engineering
  • 19. A simple interaction design model Exemplifies a user-centered design approach
  • 21. Spiral model (Barry Boehm) Important features: Risk analysis Prototyping Iterative framework so ideas can be checked and evaluated Explicitly encourages considering alternatives Good for large and complex projects but not simple ones
  • 23. A Lifecycle for RAD (Rapid Applications Development)
  • 25. The Star lifecycle model Suggested by Hartson and Hix (1989) Important features: Evaluation at the center of activities No particular ordering of activities; development may start in any one Derived from empirical studies of interface designers
  • 26. The Star Model (Hartson and Hix, 1989)
  • 27. Usability engineering lifecycle model Reported by Deborah Mayhew Important features: Holistic view of usability engineering Provides links to software engineering approaches, e.g. OOSE Stages of identifying requirements, designing, evaluating, prototyping Can be scaled down for small projects Uses a style guide to capture a set of usability goals
  • 29. Summary Four basic activities in the design process Identify needs and establish requirements Design potential solutions ((re)-design) Choose between alternatives (evaluate) Build the artefact User-centered design rests on three principles Early focus on users and tasks Empirical measurement using quantifiable & measurable usability criteria Iterative design Lifecycle models show how these are related

Editor's Notes

  • #27: UCD is a very general philosphy that instantiates itself in the context of a design project. Within HCI there have been many attempts to come up with actual life cycles where users are central. Examples include Rubinstein and Hersch successive iteration of 5 stages, info collecion, design, implementation, evaluation and deploment. The one here is taken fromHartson and Hix model came about by analysing how design takes place in practice evaluation is central: results of each ativity are evaluated before going onto next one both bottom-up and top -down required in waves software designers are familiar with this in their work and call it ‘yo-yoing’ it is important to do both structure and detail at the same time in practice this is what is done - but the end result suggests otherwise corporate requirments dictate a top=down approach which is wha gets recorded ch 5 of Developing User Interfaces (An Overview of Systems Analysis and Design) p- nice step-by-step methodology for doing user-centred design