pxs'12 - week 1 - introduction
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spring 2012 introduction
the course team
ââŻProf. Jeffrey Huang (responsible) â⯠teacher: Hendrik Knoche â⯠teaching assistants: Michal Fok, Oscar Bolanos ââŻguest lecturers â tba
course basics
ââŻ6 credits ââŻ2 h lecture ââŻ4 h studio/lab ââŻ6 h home based preparation ââŻno written exam
the course structure
ââŻ1 design brief ââŻ4 design reviews ââŻ13 interactive lectures/seminars ââŻ13 studio sessions (attendance mandatory) ââŻ1 sketch book â⯠reading assignments â⯠interactive exercises all in English
assessment
the final grade is based on: the grades of four mandatory reviews "
(submitted documentation and its presentation): 1.⯠results and design ideas from requirements capture (i)"
through sketches, scenarios, storyboards and personas 2.⯠design idea presentation through first (lo-fi) prototype (i) 3.⯠interactive prototype / demonstrator on device (g) 4.⯠final presentation interactive prototype on device (g)"
and 5.⯠participation in the class/studio (i) 6.⯠sketch book (i) 7.⯠final short video (produced in week 14) (i)"
â±(i) = individual â±(g) = group
assignment dates
ââŻ10th Mar â Microsoft Imagine Cup summary" round 1 competition deadline
ââŻ19th Mar â 1st review (rc results + ideas) ââŻ2nd April â 2nd review (design solutions) ââŻ30th April â 3rd review (prototype) ââŻ21st May â final review documentation for each review is due on the Sunday before the review at 12:00 â± late submissions are subject to penalty
how is your design evaluated?
by a panel of experts Q: how do you assess concepts or designs? A: Scott Jenson (former director of Symbian):
âFirst Iâll be asking âwhatâs the value of this?â, that is âWill people really want it?â [⊠the] second is simplicity.â Jones & Marsden (2006)
ââŠbeing humble as these [designs] are
evaluated and seen to fall short, and to need refining.â
Jones & Marsden (2006)
what is this course?
Personal Interaction Studio focuses on ââŻmobile devices as the platform (personal) â⯠interaction design ââŻstudio as the teaching format
â⯠the idea is to generate, communicate, evaluate, iterate and improve design ideas through synthesis by re-defining problem and the solution
â⯠it is NOT a programming course
resources
â⯠all communication and further readings, links etc. will go through moodle
ââŻplease enroll with the key: persint
â⯠http://moodle.epfl.ch/course/view.php?id=6881
syllabus
1.⯠introduction 2.⯠data collection 3.⯠analysis 4.⯠design techniques 5.⯠mobile i/o 6.⯠screen design 7.⯠prototyping 8.⯠-14. guest lectures and seminar
relation to design process
â⯠understand brief â⯠research background â refine problem â⯠ideate candidates ââŻprototype solution(s) â⯠select solution â⯠implement delivery â⯠learn from feedback
example
ââŻDonât forget your friends! ââŻâCanât do it today. But Iâll call you next time.â
things you will learn (about)
â⯠brainstorming, ice breaking â⯠interviewing â⯠qualitative analysis â⯠sketching â⯠personas â⯠scenarios â⯠storyboarding â⯠elevator pitch â⯠lo-fi prototyping â⯠hi-fi prototyping â⯠designing, critiquing, re-designing â⯠communicating your ideas â show and tell, posters,
presentation "
topics addressed in this class
ââŻdesign thinking â⯠interaction design â⯠user experience
design brief
Peopleâs physical and mental health are one of the most precious goods available to them. Mobile phones have become a large collection platform for sensor data either direct through e.g. GPS and accelerometer or indirectly by providing sensor data from other sources, which can be used to inform peopleâs decision making and daily life. Your task is to design an application that empowers people to leverage sensed data for their well-being in terms of either: - personal health, "- environmental health or "- social health.
imagine cup 2011
attention
â⯠http://www.youtube.com/watch?v=vJG698U2Mvo
more detailsâŠ
â± attribution: parts of these slides are based on Angela Sasse and Sven Laquaâs course on interaction design at UCL
why mobiles?
âThe most profound technologies are those that disappear.â Mark Weiser
mobile life
what is design?
hard to grasp â industrial design, graphic design, software design, interface design, product design âŠ
in interaction design (Fallman 2003) : â⯠scientific/eng. process (conservative) â⯠art form (romantic) â⯠ad-hoc activity (pragmatic, bricoleur) none are adequate â design is unfolding "both problem and solution evolve through sketching (prototyping)
why design?
ââŻpost WWII declining American manufacturing quality disillusioned purchasers who, after being attracted by external style, found products unsatisfactory in use
ââŻAmerican industry got decimated from 1960s on from imports from Japan and Germany where greater attention to production quality and a more holistic approach to design were the norm.
â⯠key differentiator for products â⯠key skill in IT â differentiator for employees
why design digital products
ââŻdigital productsâ shortcomings: â⯠require computer-centred thinking ââŻpoor behaviour, rudeness
â⯠reasons â⯠ignorance about users ââŻconflicting interests â⯠lack of process
the design funnel
concept generation
concept selected
overall concepts general
exploratory coarse
clarification medium
resolution fine
iterative granularity
sketchbook
â⯠jot down and annotate ideas (no idea is bad) â⯠explore & refine ââŻdevelop variations, alternatives and details â⯠refer back, reflect â⯠record other good ideas you see â⯠collection material (pictures, screen shots), tape
them
what is interaction design (IxD)?
â⯠it's about the design of behavior"http://designmind.frogdesign.com/blog/behaving-badly-in-vancouver.html
ââŻdesigning the mechanisms for interacting with a product (Cooper 2007)
ââŻâŠdesigning interactive products to support people in their everyday and working life (Preece et al, 2002)
interaction design within a company
ââŻmanagement ââŻmarketing â⯠engineering ââŻdesign team How to achieve buy-in for your ideas? How do you
communicate your ideas to them? Whatâs the language â same as yours?
Scott Jenson: âDesign is about semantics and syntax. First you need to see what people do and want â the semantics and then you have to find a way to make that possible â the syntax.â
jobs - interaction design
responsibilities include: â⯠lead interaction design (entire product lifecycle), tools and deliverables,
including: â⯠persona development â⯠use cases, user task flows â⯠user interface concepts and interaction models â⯠annotated wireframes â⯠information architecture â⯠documentation of design concept in detailed UI specs
â⯠effectively communicate interaction models and design ideas to the team, leveraging above tools / documents
â⯠identify appropriate user research techniques and metrics for gauging success
â⯠guide product direction and set UI requirements based on user research, functional requirements, and business goals
â⯠recommend concepts for testing and interpret consumer feedback / results
design philosophy
â⯠centred on human needs â⯠individual or group ââŻsupport goals and activities ââŻdesign technology to fit human needs and
characteristics â⯠involve users whenever possible ââŻmix analytical, creative and pragmatic approaches ââŻpick from range of design tools â⯠use existing best practices but not uncritically ââŻmonitor design process and reflect on it
what is UX?
âUser experience encompasses all aspects of the end-user's interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company's offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.â
Nielsen, Norman Group
user-centred
âUser experience and interface design in the context of creating software represents an approach that puts the user, rather than the system, at the center of the process. This philosophy, called user-centered design, incorporates user concerns and advocacy from the beginning of the design process and dictates the needs of the user should be foremost in any design decisions.â
Microsoft
product centred
âThe user experience for Mac OS X applications encompasses the visual appearance, interactive behavior, and assistive capabilities of software. With the Aqua graphical user interface, Universal Access features, and user-assistive technologies like the Address Book framework, Apple Help, and VoiceOver, you can deliver the cohesive and professional user experience that Macintosh users have come to expect. It's easy to leverage the user experience technologies of Mac OS X to make great Macintosh software.â
Apple
bad UX
â⯠âTechnology that does not work the way they expect makes people feel stupid.â
â⯠âif you intend to drive people away from your site, itâs hard to imagine a more effective approach than making them feel stupid.â
â⯠JJ Garrett: Elements of User Experience
â⯠User: â⊠so I have all these files and documents, all over my desktop, different versions of documents in different folders, and documents I donât need any more. I never get round to tidying up. I keep emails because I might need because of the address, or the content. But I never get round to putting them into the address book and deleting the mails, so they just pile up. My electronic workspace is a mess.â
â⯠Q: How does that make you feel? â⯠User: [thinks] âIt makes me feel that I am a bad person.â
From Richard Boardmanâs (2005) PhD thesis on Improving Tool Support for Personal Information Management
impact on usersâ lives
user experience (UX)
Cooper 2006
industrial/graphic design
form
content
information architecture, animation etc.
behaviour
interaction designer
any account of what is often called the user experience must take into consideration the âfeltâ experience: emotional, intellectual, and sensual aspects of our interactions with technology. âWe don't just use technology, we live with it.â
John McCarthy, Peter Wright 2004: Technology as experience. MIT Press
lived experience
USER SYSTEM
GOAL
CONTEXT
interacts with
to attain
and interaction takes place in a has general & specific characteristics
physical incl. other technologies
social
cultural
temporal
framework for design
Garretâs planes of UX
â⯠strategy â what user wants to achieve â⯠scope â what functions and features are required â⯠structure â navigation â how are screens linked
and grouped â⯠skeleton â placement of buttons, tabs, blocks of
text, pictures â⯠surface â series of pages in high fidelity
surface
skeleton
structure
scope
strategy abstract
concrete
Garrettâs planes Of UXP
âWhen designers make choices that do not align with planes above and below, you end up with a jumble of components that donât fit.â
Garretâs planes of UX
userâs/corporate goals output in the real world GOAL LEVEL
userâs knowledge of task domain
computerâs representation of task domain
TASK LEVEL
userâs knowledge of language
computer command language
DIALOGUE LEVEL
userâs hands, eyes computer keyboard, display
INPUT/OUTPUT LEVEL
human structures Computer structures
levels of interaction
â⯠represent user groups â⯠system may be used by
one or several personas â⯠different characteristics â⯠different goals
â⯠e.g. buyers of a new car â⯠Jean-David (playboy): "
go fast, impress women â⯠Aurelie (soccer mum): "
fit in many kids, be safe â⯠Bob (the Builder): "
haul big loads, be reliable
personas
ââŻpersona-based scenarios "concise narrative description of how persona interacts with system to achieve goals
â⯠context-based scenarios "how product can serve needs of persona, created before any design is done
â⯠to key path scenarios â refined with design â⯠to validation scenarios â based on âwhat ⊠ifâ"
focus on illustrate requirements (the what), "top-down decomposition to functionality (the how)
scenarios
storyboards
â⊠scenarios are an interactive means of defining the behaviour of a product from the standpoint of specific users (personas). This includes not only the functionality of the system, but the priority of functions and the way those functions are expressed in terms of what the user sees and how she interacts with the system. use cases, on the other hand, are based on exhaustive descriptions of the functional requirements of the system, often of a transactional nature, focussing on low-level user actions and accompanying system response.â
scenarios vs. use cases
Cooper 2006
â⯠in-depth qualitative data â⯠interviews â⯠in-depth analysis such as Grounded Theory and
Discourse Analysis â⯠ethnographic methods ââŻmostly observational ââŻcan be combined with surveys, interviews, qualitative
studies
eliciting UX requirements
general reading
â⯠recommended books (available at EPF-BIB)
ââŻCooper, Reimann & Cronin (2007) "About Face 3, Wiley
ââŻJones & Marsden (2004) "Mobile Interaction Design, Wiley
ââŻScott McCloud (1993)"Understanding Comics, Harper Perennial (on order)
ââŻSchneiderman & Plaisant (2010) "Designing the User Interface. Addison-Wesley.
ââŻPreece, Rogers & Sharp (2002)"Interaction Design, Wiley
summary
â⯠focus on design approaches, methods and tools â⯠learning by doing â⯠interaction design is a relatively young and rapidly
developing field â⯠interaction designers have to address new
technologies and adapt their methods and tools â⯠collect artefacts: "
paper, pictures, audio, video
practical part â design techniques
brainstorming
ââŻgroup size <10 â ideally between 5-7 + facilitator â⯠find and set up comfortable space â⯠appoint recorder - up-coming ideas on shared
display, flip chart, whiteboard â⯠ice-breaking exercise â to familiarize members of
groups ââŻdefine problem clearly ââŻgoal: generate as many ideas as possible
adapted from www.mindtools.com/brainstm.html
brainstorming â how to
â⯠address what, how, when, where and why ââŻgive people time on their own (5 minutes silence)
at beginning then ask to share them â⯠encourage â⯠to develop ideas of others further or use as new seeds ââŻenthusiastic, fun, criticism OK
â⯠include everyone to contribute (practical and impractical ideas) and develop
ice breaker
â⯠effective to start a training, team-building event ââŻgoal: ââŻget to know each other ââŻget into the event ââŻbecome comfortable contributing to event ââŻestablish level playing field ââŻcreate common sense of purpose
â⯠ingredients: ice, a breaker (method), a facilitator
ice breaker â when to use
if participants â⯠come from different backgrounds â⯠need to bond quickly to work on common project
or goal â⯠are unfamiliar with topic at hand ââŻdonât know the facilitator but should and vice
versa
the ice
participants have ââŻnot met before ââŻdifferent age, status or levels in an organization ââŻdifferent backgrounds â different perceptions of each
other
choose method accordingly & donât try to uncover the whole iceberg
ice breaker â methods (introductory)
everyone draws name, nationality, focus of study and one human element, e.g.: ââŻone little known fact about me â⯠true/false - three to four short statements â the group
guesses which one is false, or ââŻpair interview â interview and then introduce partner to
the group â⯠trading cards
â⯠lo-fi social network
assignments
â⯠fill in questionnaire