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Human Computer Interaction Fang Chen
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Lecture 5
LectureLecture 55
Design ProcessDesign Process
Who are the stakeholders?Who are the stakeholders?
• stakeholder is anyone effected by success or failure of system
• system will have many stakeholders with potentially conflicting interests
stakeholdersstakeholders
– primary - actually use system– secondary - receive output or provide input– tertiary - no direct involvement but effected
by success or failure– facilitating - involved in development or
deployment of system
Analysis stakeholdersAnalysis stakeholders
• For each sub-group, analysis of:– User characteristics– Technical environment– Physical environment– Social and organization environment– User goals and tasks
Some subjective methodsSome subjective methods
• Observation• Interview • Questionnaires• Others…
Observation Observation -- WhatWhat cancan be be observedobserved??
• Type of activities• Sequences of activities• Duration for different activities• Frequence of different activities• Spatial movement• More…..
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Difficulties in observationDifficulties in observation
• What to observe?• Misinterpretation• Disrupt normal practice• Overlook important information
InterviewInterview
• analyst questions user on one-to -one basis
• usually based on prepared questions• informal, subjective and relatively cheap
Interview Interview
• Whom to interview?– Normal user, and expert user
• What to ask?• Communication barriers
– Users may be uneasy to explain about things– Strange terms and questions– Fear to talk– Users don’t know– Wrong interpretation
InterviewsInterviews
• Advantages– can be varied to suit context– issues can be explored more fully– can elicit user views and identify unanticipated
problems• Disadvantages
– very subjective– time consuming
QuestionnairesQuestionnaires
• Set of fixed questions given to users
• Advantages– quick and reaches large user group– can be analyzed more rigorously
• Disadvantages– less flexible– less probing
Questionnaires (Questionnaires (ctdctd))
• Need careful design– what information is required?– how are answers to be analyzed?
• Styles of question– general– open-ended– scalar– multi-choice– ranked
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Other methodsOther methods
• Brainstorming and focus groups• Domain workshops
The process of designThe process of design
what iswanted
analysis
design
implementand deploy
prototype
interviewsethnography
what is therevs.
what is wanted
guidelinesprinciples
dialoguenotations
precisespecification
architecturesdocumentation
help
evaluationheuristics
scenariostask analysis
The waterfall modelThe waterfall model• Pre-investigation:
– identify possibilities (management level)• Analysis
– What exists, organizational design• Requirements• Design• Programming• Testing• Organizational implementation• Review
Realistic waterfallRealistic waterfall
• Pre-investigation • Analysis• Requirements• Design• Programming• Testing• Implementation• Review
time
Decisionpoint
Life cycle Life cycle -- The waterfall modelThe waterfall model
Requirementsspecification
Requirementsspecification
Architecturaldesign
Architecturaldesign
Detaileddesign
Detaileddesign
Coding andunit testing
Coding andunit testing
Integrationand testingIntegrationand testing
Operation andmaintenance
Operation andmaintenance
What the eventualSystem will beExpected to provide
How the system provide the services expected from it
Refinement ofThe architectualcomponents
Verify the Performance Of each unit
Put the Components together
Correction of errors in the system
Verification and validationVerification and validation
Real-worldrequirementsand constraints
The formality gap
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The life cycle for interactive The life cycle for interactive systemssystems
cannot assume a linearsequence of activities
as in the waterfall model
lots of feedback!
Requirementsspecification
Requirementsspecification
Architecturaldesign
Architecturaldesign
Detaileddesign
Detaileddesign
Coding andunit testing
Coding andunit testing
Integrationand testingIntegrationand testing
Operation andmaintenance
Operation andmaintenance
1: Waterfall Paradigm – The V Model
By www.convergsoft.com
2: Spiral Model Paradigm 2: Spiral Model Paradigm
Iterative developmentIterative development
Several cycles of:Analysis --- design ---- programming --- test
One shall have a development platform that makes it very easy to make new programs and new user interfaces, or change what you already have.
Organizational support for usabilityOrganizational support for usability
• Marketing driven• “Usability Day”• Usability expert• Usability test lab• Cost-benefit analysis report
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The UCD TeamThe UCD Team
Total User ExperienceLeader
Marketing Specialist Visual Designer HCI Designer
User ResearchSpecialist
Technology Architect User Assitance ArchitectService & SupportSpecialist
The Three Pillars of DesignThe Three Pillars of Design
From academic research to successful User Interfaces
• Guidelines, documents & process• User interface, software, tools• Expert Reviews & usability testing
Guidelines documents and Guidelines documents and processesprocesses
Each project has different needs, but guidelines should be considered for:
• Words, icons, and graphics • Screen-layout issues• Input and output devices • Action sequences• Training
Guideline creationGuideline creation
• Social process within an organization to gain visibility and build support.
• Be reviewed by colleagues or tested empirically
• Distribution and enhancement• Adapted to changing needs
UserUser--interface software toolsinterface software tools
• Customers and users can be given a realistic impression of what the final system will look like.– Produce the prototype with different tools.
Expert reviews and usability testingExpert reviews and usability testing
• This shall be carried out in the early stage of design.
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Developmental MethodologiesDevelopmental Methodologies
• The communication between requirements from nontechnical business managers and technical developers
• User-centered design process• Established development methodologies
can help the engineers to meet the budgets and schedules.
Ease of Use (IBM)Ease of Use (IBM)
throughthroughthrough
PrinciplesPrinciplesPrinciples
ProcessesProcessesProcessesandandand
ToolsToolsTools
Total User ExperienceTotal User ExperienceTotal User Experience
Total User ExperienceTotal User ExperienceEverything the user sees, hears, and touches
Find
Order Get
Unpack
Install
Use
Help
Support
Upgrade
Total user experienceTotal user experience
• Easy to buy• Easy to set up• Easy to learn• Easy to use• Intuitive• Engaging• useful
UCD Principles UCD Principles -- IBMIBM
1. Set Business GoalsDetermining the market, users, and competition to target is central
2. Understand UsersAn understanding of the users is the driving force behind all design.
3. Design the Total User ExperienceEverything a user sees and touches is designed together by a multidisciplinary team
4. Evaluate DesignsUser feedback is gathered often and drives product design and development.
5. Assess CompetitivenessCompetitive design requires a relentless focus on the competition and its customers.
6. Manage for UsersUser Feedback is integral to product plans, priorities, and decision making.
The Logical UserThe Logical User--Centered Interactive Design Centered Interactive Design Methodology (LUCID) (Methodology (LUCID) (KreitzbergKreitzberg):):
• Stage 1: Envision • Stage 2: Discovery• Stage 3: Design Foundation• Stage 4: Design Detail• Stage 5: Build• Stage 6: Release
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The Twelve Areas of Management The Twelve Areas of Management Strategy in each LUCID StagesStrategy in each LUCID Stages
1. Product Definition 2. Business Case 3. Resources4. Physical Environment5. Technical Environment6. Users 7. Functionality 8. Prototype 9. Usability 10. Design Guidelines 11. Content Materials 12. Documentation, Training, and Help
Ethnographic ObservationEthnographic Observation
• Gain inside into individual behavior and the organizational context.
• Understand the subject and the domain knowledge.
• Focus on interfaces for the purpose of changing and improving those interfaces.
Ethnographic ObservationEthnographic Observation
• Preparation– Understand organization policies and work culture. – Familiarize yourself with the system and its history. – Set initial goals and prepare questions. – Gain access and permission to observe/interview.
• Field Study– Establish rapport with managers and users. – Observe/interview users in their workplace and collect
subjective/objective quantitative/qualitative data. – Follow any leads that emerge from the visits.
Ethnographic Observation (cont.)Ethnographic Observation (cont.)
• Analysis– Compile the collected data in numerical, textual,
and multimedia databases. – Quantify data and compile statistics. – Reduce and interpret the data. – Refine the goals and the process used.
• Reporting– Consider multiple audiences and goals. – Prepare a report and present the findings.
Participatory DesignParticipatory Design Participatory DesignParticipatory Design
• Users joint the design process• Users sketch the interface and create low-
fidelity early prototypes• Engage participants to create dramatic
performances• Careful selection of the participants• Participants should be told clearly what to
expect about their roles and their influence
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Participatory Design (cont.)Participatory Design (cont.)
• Educate the participants– Technology– Business plans of the organization– They are the communication channels of large user
population• The personalities of the participatory design
team members are such critical determinants that experts in group dynamics and social psychology may be useful as consultants.
Participatory Design (cont.)Participatory Design (cont.)
Controversial• more user involvement brings
– more accurate information about tasks – more opportunity for users to influence design
decisions – a sense of participation that builds users' ego
investment in successful implementation – potential for increased user acceptance of final
system
Participatory Design (cont.)Participatory Design (cont.)• on negative side, extensive user involvement may
– be more costly – lengthen the implementation period – build antagonism with people not involved or whose
suggestions rejected – force designers to compromise their design to satisfy
incompetent participants – build opposition to implementation – exacerbate personality conflicts between design-
team members and users – show that organizational politics and preferences of
certain individuals are more important than technical issues
DruinDruin’’ss model of the four levels of model of the four levels of user participationuser participation
Scenario DevelopmentScenario Development
• Scenario are easy for most people to grasp.
• Can be many scenarios that portrayed typical needs of potential users
scenariosscenarios
• stories for design– communicate with others– validate other models– understand dynamics
• linearity– time is linear - our lives are linear– but don’t show alternatives
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scenarios scenarios ……
• what will users want to do?
• step-by-step walkthrough– what can they see (sketches, screen shots)– what do they do (keyboard, mouse etc.)– what are they thinking?
• use and reuse throughout design
…… explore the depthsexplore the depths
• explore interaction– what happens when
• explore cognition– what are the users thinking
• explore architecture– what is happening inside
use scenarios to ..use scenarios to ..
• communicate with others– designers, clients, users
• validate other models– ‘play’ it against other models
• express dynamics– screenshots – appearance– scenario – behaviour
ScenarioScenario
Scenario DevelopmentScenario Development
Day-in-the-life scenarios:• characterize what happens when users perform typical
tasks • can be acted out as a form of walkthrough • may be used as basis for videotape • useful tools
– table of user communities across top, tasks listed down the side
– table of task sequences – flowchart or transition diagram
Social Impact Statement for Social Impact Statement for Early Design ReviewEarly Design Review
Describe the new system and its benefits• Convey the high level goals of the new system. • Identify the stakeholders. • Identify specific benefits
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Social Impact Statement for Early Social Impact Statement for Early Design Review (cont.)Design Review (cont.)
Address concerns and potential barriers• Anticipate changes in job functions and potential layoffs. • Address security and privacy issues. • Discuss accountability and responsibility for system
misuse and failure. • Avoid potential biases. • Weigh individual rights vs. societal benefits. • Assess trade-offs between centralization and
decentralization. • Preserve democratic principles. • Ensure diverse access. • promote simplicity and preserve what works.
Social Impact Statement for Early Social Impact Statement for Early Design Review (cont.)Design Review (cont.)
Outline the development process• Present and estimated project schedule. • Propose process for making decisions. • Discuss expectations of how stakeholders will
be involved. • Recognize needs for more staff, training, and
hardware. • Propose plan for backups of data and
equipment. • Outline plan for migrating to the new system.
Legal IssuesLegal Issues
Privacy is always a concernSafety and reliabilityPotential Controversies for copyright• What material is eligible for copyright? • Are copyrights or patents more appropriate for user
interfaces?• What constitutes copyright infringement? • Should user interfaces be copyrighted?• How about online information, image, or music?
Inventing new tasksInventing new tasks
• When there is no existing users and no existing tasks:– Identify potential users– User expectation– Owner expectation– Run focus groups with potential users– Role playing: write down what the users
would do in various situation
Covered all tasks?Covered all tasks?
• All domain event covered?• Difficult tasks covered• At least as good as before?• Business goals covered?
QuestionsQuestions• What are the three pillars of design? What activities are carrying out
in each pillar?• Try to explain with your own understanding of the six stages in
LUCID.• What is the differences between the traditional design process and
participatory design?• In your project work, did you consider to develop some scenarios?
How to develop such scenario? How detail you should consider in the scenario?
• Do you know any interactive system that have strong social impact? How does it affect people’s life?
• What is your opinion regarding the copyright of online information (include image and music)?
• Iteration in the waterfall design model is important, why?• What you shall care about when you apply observation, interview,
questionnaire methods in your project study?