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Franz Kurfess: User-Centered Design
Computer Science DepartmentCalifornia Polytechnic State University
San Luis Obispo, CA, U.S.A.
Franz J. Kurfess
User-Centered Design and Development
1Saturday, March 15, 2008
Franz Kurfess: User-Centered Design
This lecture series has been sponsored by the European Community
under the BPD programwith Vilnius University
as host institution
Acknowledgements
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Franz Kurfess: User-Centered Design
Use and Distribution of these Slides
These slides are primarily intended for the students in classes I teach. In some cases, I only make PDF versions publicly available. If you would like to get a copy of the originals (Apple KeyNote or Microsoft PowerPoint), please contact me via email at fkurfess@calpoly.edu. I hereby grant permission to use them in educational settings. If you do so, it would be nice to send me an email about it. If you’re considering using them in a commercial environment, please contact me first.
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Copyright Notice
• These slides are a revised version of the originals provided with the book “Interaction Design” by Jennifer Preece, Yvonne Rogers, and Helen Sharp, Wiley, 2002. The original slides are available from www.idbook.com.
• I added some material, made some minor modifications, and created a custom show to select a subset.–Slides added or modified by me are marked with my
initials (FJK) and the year of the most recent modification, unless I forgot it …
FJK 2005
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Franz Kurfess: User-Centered Design
Overview Chapter-Topic
❖Interaction Design❖Overview ❖Interaction Design Process
❖User-Centered Approaches❖Usability Evaluation❖User-Centered Design at Cal Poly❖CSC 484/486 classes
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Chapter Overview
•Good vs. bad design•Interaction design•Interaction design process•Goals of interaction design•Design and usability practices
FJK 2005
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Motivation
•More and more products and systems have become highly complex, posing challenges to users.
•As much as possible products should be designed to accommodate their users, not vice versa.
•Computer-based products can be extremely versatile, but their interaction with the user can also be adapted relatively easily.
FJK 2005
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Objectives
•To become familiar with the main concepts and terms in the area of user-centered design (UCD) and human-computer interaction (HCI).
• To understand the contributing factors to good and poor design.
•To know about important principles for good interaction design.
FJK 2005
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What is Interaction Design?
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What is interaction design?
•Designing interactive products to support people in their everyday and working lives
–Sharp, Rogers and Preece (2002)
•The design of spaces for human communication and interaction
–Winograd (1997)
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Goals of interaction design
•Develop usable products–Usability means easy to learn, effective to use and provide an enjoyable experience
•Involve users in the design process
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Example of bad and good design–Elevator controls and labels on the bottom row all look the same, so it is easy to push a label by mistake instead of a control button
–People do not make same mistake for the labels and buttons on the top row. Why not?
From: www.baddesigns.com
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Why is this vending machine so bad?
•Need to push button first to activate reader
•Normally insert bill first before making selection
•Contravenes well known convention
From: www.baddesigns.com
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Understanding users’ needs
–Need to take into account what people are good and bad at
–Consider what might help people in the way they currently do things
–Listen to what people want and get them involved
–Use tried and tested user-based methods
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Relationship between ID, HCI and other fields
Interdisciplinary fields (e.g HCI, CSCW)
Design practices(e.g. graphic design)
Academicdisciplines(e.g. computer science,psychology)
InteractionDesign
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Interaction design in business• Increasing number of ID consultancies, examples of well
known ones include:
–Nielsen Norman Group: “help companies enter the age of the consumer, designing human-centered products and services”
–Swim: “provides a wide range of design services, in each case targeted to address the product development needs at hand”
– IDEO: “creates products, services and environments for companies pioneering new ways to provide value to their customers”
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What do professionals do in the ID business?
• interaction designers - people involved in the design of all the interactive aspects of a product
• usability engineers - people who focus on evaluating products, using usability methods and principles
• web designers - people who develop and create the visual design of websites, such as layouts
• information architects - people who come up with ideas of how to plan and structure interactive products
• user experience designers - people who do all the above but who may also carry out field studies to inform the design of products
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What is involved in the process of interaction design
• Identify needs and establish requirements•Develop alternative designs•Build interactive prototypes that can be
communicated and assessed•Evaluate what is being built throughout the
process
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Core characteristics of interaction design
•users should be involved through the development of the project
• specific usability and user experience goals need to be identified, clearly documented and agreed at the beginning of the project
• iteration is needed through the core activities
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Usability goals
•Effective to use•Efficient to use•Safe to use•Have good utility•Easy to learn•Easy to remember how to use
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User experience goals
–Satisfying - rewarding–Fun - support creativity–Enjoyable - emotionally fulfilling–Entertaining …and more–Helpful–Motivating–Aesthetically pleasing–Motivating
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Usability principles (Nielsen 2001)
• Visibility of system status• Match between system and the real world• User control and freedom• Consistency and standards• Help users recognize, diagnose and recover
from errors• Error prevention• Recognition rather than recall• Flexibility and efficiency of use• Aesthetic and minimalist design• Help and documentation
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Franz Kurfess: User-Centered Design
Interaction Design Process
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What is 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
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Four Basic Activities
•Identifying needs and establishing requirements
•Developing alternative designs•Building interactive versions of the designs–prototypes
•Evaluating designs
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Three Key Characteristics
Three key characteristics permeate these four activities:
1.Focus on users early in the design and evaluation of the artefact
2.Identify, document and agree specific usability and user experience goals
3.Iteration is inevitable. Designers never get it right first time
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Some Practical Issues
•Who are the users?•What are ‘needs’?•Where do alternatives come from?•How do you choose among alternatives?
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Who are the Users and Stakeholders?
•Not as obvious as one may 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
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Three Categories of Users
•primary: frequent hands-on•secondary: occasional or via someone else
•tertiary: affected by its introduction, or will influence its purchase
(Eason, 1987)
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Who are the stakeholders?Check-out operators
CustomersManagers and owners
• Suppliers• Local shop owners
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User Needs•Users rarely know what is possible•Users may not know their ‘needs’
–to help them achieve their goals
• 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
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User-Centered Approaches
FJK 2005
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Chapter Overview
•User Involvement•User-Centered Approach•Contextual Design•Participatory Design
FJK 2005
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Why involve users at all?
•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
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Degrees of user involvement
•Member of the design team–Full time: constant input, but lose touch with users
–Part time: patchy input, can be stressful–Short term: inconsistent across project life–Long term: consistent, but lose touch with users
•Newsletters, other dissemination devices –Reach wider selection of users–Need communication both ways
•Combination of these approaches
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User-centered Approach
•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
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Early focus on users and tasks
• users’ tasks and goals–driving force behind the development
• users’ behavior and context of use –product is designed to support them
• users’ characteristics – captured & designed for
• users are consulted throughout development, – from earliest phases to the latest– their input is seriously taken into account
• design decisions – taken within the context of the user, their work and
their environment
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Contextual Design
• developed to handle data collection and analysis from fieldwork for developing a software-based product
• used quite widely commercially• Contextual Design has seven parts:
–Contextual inquiry, –Work modelling, –Consolidation, –Work redesign, –User environment design,–Mock-up and test with customers, –Putting it into practice
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Contextual Inquiry
•an approach to ethnographic study –user is expert, designer is apprentice
•a form of interview, but–at users’ workplace (workstation)–2 to 3 hours long
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Main Principles Contextual Inquiry
•Context–see workplace & what happens
•Partnership–user and developer collaborate
• Interpretation–observations interpreted by user and developer together
• Focus–project focus to help understand what to look for
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Participatory Design
•Scandinavian history•Emphasizes social and organisational aspects
•Based on study, model-building and analysis of new and potential future systems
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User Involvement in Participatory Design
•who will represent the user community?–possibly assisted by a facilitator
• shared representations• co-design using simple tools
–e.g. paper, video scenarios
•proposed designs–designers and users communicate about them
•cooperative evaluation–e.g. assessment of prototypes
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Usability evaluation
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Usability Evaluation Aims
• Discuss how developers cope with real-world constraints.
• Explain the concepts and terms used to discuss evaluation.
• Examine how different techniques are used at different stages of development.
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Two main types of evaluation
• Formative evaluation is done at different stages of development to check that the product meets users’ needs.
• Summative evaluation assesses the quality of a finished product.
Our focus is on formative evaluation.
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What to evaluate
• Iterative design & evaluation is a continuous process that examines:–Early ideas for conceptual model –Early prototypes of the new system–Later, more complete prototypes
• Designers need to check that they understand users’ requirements.
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When to evaluate
• Throughout design–From the first descriptions, sketches etc. of users needs
through to the final product
• Design proceeds through iterative cycles of ‘design-test-redesign’
• Evaluation is a key ingredient for a successful design.
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FJK 2005
Evaluation paradigm
• Any kind of evaluation is guided explicitly or implicitly by a set of beliefs– these beliefs are often supported by theory
• The beliefs and the methods associated with them are known as an ‘evaluation paradigm’
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Four evaluation paradigms
•‘quick and dirty’•usability testing•field studies•predictive evaluation
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Franz Kurfess: User-Centered Design
User-Centered Design at Cal Poly SLO
❖two courses offered on a regular basis❖CSC 484 User-Centered Design and Development❖CSC 486 Human-Computer Interaction
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Franz Kurfess: User-Centered Design
CSC 484 User-Centered Design and Development
❖introductory course❖mandatory for Software Engineering Students❖lecture, lab, and project component❖project involves actual customers❖company (if feasible)❖Cal Poly entity (library, IT department, other dept.)
❖offered once or twice a year❖class size around 35 students (often stronger demand)
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Franz Kurfess: User-Centered Design
CSC 484 Project Example: “Learning Commons”
❖renovation of a floor in the library❖flexible space that offers support for learning-related activities❖study areas, group work, computer work, library support, technical support
❖students selected projects related to the Learning Commons❖group work area and equipment, presentation practice room, distance collaboration room
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Franz Kurfess: User-Centered Design
Phase I
Learning Hub / Genius Bar
Room 1: (216A) Smart Lab* (27 seats)
Room 2: (216B)Cinema & Presentation Rehearsal Studio (Multimedia Production & Playback)
Room 3: (217C) Smart (CAD) Lab* (25 seats) Room 4: (217D) Smart (CAD) Lab* (25 seats)
Plotter Printers & Supplies
Knowledge Managers
Room 5: (35-202)Collaborative workspace for students & faculty)
* Scheduled by University Scheduling
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CSC 484 User Interaction Design
A Gigi Choy, Alex Kleissner, Eric Litak, Frank Vasquez, Brandon Wirick
Cal Poly Knowledge Base
B Matt Killam, Ryan LaBarre, Robert Ly, David Tedjasatyawira
On-Demand Learning Center
C Hoang Bao, Stephanie Cheng,Rachelle Hom, Ronald Mg Senior Project Center
D - -- not used --
E Albert Chang, Shawn Joseph,Christine Le, Takako Nunomura, David Roth
Multimedia Café
F Joe Eder, Michal Fouquette, Chris Johnson, David Kinghorn
WikiPoly
G Matt Cechini, Mark Gabel, Scott Morrison, Shane Niebergall, John O'Donnell
Brainstorming Software
H Ryan Everhart, Paul Goldberg, Meike Muckenhaupt, Rory Strawther
Course Planning Tool
I Ciera Christopher, Edith Koler, Patricia Lin Quiet Area
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Multimedia Café - Initial Design
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Prototype – Layout & Group Tables
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Prototype – Lounge & Internet Bar
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Prototype – Individual Workstations & Bathrooms
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Prototype – Café Bar
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Brainstorming Room
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CSC 581 Knowledge Management
1 Semantic Blogging
2 Course Reduncancy Analysis
4 Image Categorization
6 MP3D
10 Building Knowledge Bases Using Natural Language Processing
11 Multiple Perspective Knowledge Base
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Crossfire Firefox Plugin❖ “Smart” Search of Blogs
❖ principle also applies to other reasonably well structured document collections
❖ relies on ontologies for the categorization of documents
❖Firefox Already Supports RSS.❖ RSS Feeds as Live Bookmarks.
❖Crossfire Sidebar for RSS Search.❖ Go Button Triggers Web Spider.❖ Displays a List of RSS Items.
❖Context: Current Page or Entire Web❖Blog Editor and Category WatchLists
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MP3D❖Planetary model for
navigating large knowledge spaces❖ MP3 collections as example
❖Children objects orbit parent objects
❖Children objects are smaller than parent objects
❖Recursive relationship❖Top level is a cluster of
objects – “galaxy”
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Franz Kurfess: User-Centered Design
CSC 486 Human-Computer Interaction
❖advanced course❖lecture, seminar, and project component❖students need to research a topic, write a paper on it, and give a presentation in class
❖project sometimes is a continuation of a CSC 484 project
❖offered once a year❖class size around 30 students
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References
[Gil 2000] Yolanda Gil, Knowledge Mobility. Dagstuhl Workshop “Semantics for the Web”, March 2000.
[NEEDS] National Engineering Digital Library, www.needs.org
[Russell & Norvig 1995] Stuart Russell and Peter Norvig, Artificial Intelligence - A Modern Approach. Prentice Hall, 1995.
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