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1 The process of interaction design Lecture 4 Dr. kristina Lapin

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Page 1: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

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The process of interaction design

Lecture 4 Dr. kristina Lapin

Page 2: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

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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?

• HCI lifecycle models and integration with another models

Page 3: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

3 www.id-book.com

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

• Four approaches: – user-centered design, – activity-centered design, – systems design, and – genius design

Page 4: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

Design approaches

1. User centered design – The user knows best what he needs and he

is the designer's source of knowledge – The role of the designer – translate users'

needs and goals to the design decisions

2. Activity-centred design – Highlights the activities surrounding the

task – The user is still important but more the

activities are analysed instead of needs and objectives

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Page 5: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

Design approaches

• System design – A structured, rigorous and holistic design

approach

– Highlights a context

– appropriate for complex systems

• Rapid expert design (genius design) – Based on the experience of a designer

– User’s role – to evaluate the designer’s ideas • the user is not involved to a design process itself

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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

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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, 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

• User involvement after product is released

• Combination of these approaches

Page 8: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

10 www.id-book.com

What is a user-centered approach?

User-centered approach is based on:

– Early focus on users and tasks: directly studying

cognitive, behavioural, 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

Page 9: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

Focusing on users and their tasks

• User goals and tasks - the driving force for the project

• The aim is to satisfy users' tasks and the context of usage

• Design according to user characteristics • Users’ involvement throughout the

project and their views are taken seriously

• All design decisions are made taking into account the users, their tasks and the use of context.

11 www.id-book.com

Page 10: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

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Four basic activities in Interaction Design

1.Establishing requirements

2.Designing alternatives

3. Prototyping

4. Evaluating

Page 11: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

Scenario-based usability engineering [Rosson, Carroll]

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Articulate:

•who users are

•their key tasks

User and task descriptions

Goals:

Methods:

Products:

Brainstorm designs

Task centered system design

Participatory design

User-centered design

Evaluate

Psychology of everyday things

User involvement

Representation & metaphors

low fidelity prototyping methods

Throw-away paper prototypes

Participatory interaction

Task scenario walk- through

Refined designs

Graphical screen design

Interface guidelines

Style guides

high fidelity prototyping methods

Testable prototypes

Usability testing

Heuristic evaluation

Completed designs

Alpha/beta systems or complete specification

Field testing

Usability engineering (Soul Greenberg)

Page 13: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

User characteristics

Hand size influences the size of the input buttons and layout

Movement abilities are important when choosing the input and output devices

Height is important in designing an information kiosk

Strength - children's toys should be sufficient to manage a weak power but replace the batteries should require more strength

Disability (e.g. sight, hearing, dexterity) affects the availability of the product properties.

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Some practical issues

• Who are the users?

• What do we mean by ‘needs’?

• How to generate alternatives

• How to choose among alternatives

• How to integrate interaction design activities with other models?

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17 www.id-book.com

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

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Who are the stakeholders? Check-out operators

Customers Managers and owners

• Suppliers

• Local shop

owners

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19 www.id-book.com

What do we mean by ‘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

Page 18: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

User needs

Usability and experience

goals

Prototypes showing essential

functionality

Usage scenarios

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How to balance human control and automation?

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21 www.id-book.com

How to generate alternatives

• 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

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IDEO TechBox

• Library, database, website - all-in-one

• Contains physical gizmos for inspiration

From: www.ideo.com/

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The TechBox

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24 www.id-book.com

How to 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

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Testing prototypes to choose among alternatives

Page 24: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

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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?

• HCI lifecycle models and integration with another models

Page 25: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

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A simple interaction design lifecycle model

Exemplifies a user-centered design approach

Establishing

needs and

requirements

Evaluation(Re)design

Development of

interactive

prototype

Product is

released

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The usability engineering lifecycle

28 (D. Deborah J. Mayhew & Associates 2011

Page 27: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

ISO 13407 Human centred design processes for interactive systems

29 ISO 13407 from Usability Net

Page 28: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

Star model

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ImplementationTask analysis,

function analysis

Evaluation

Developing the

prototype

implementation

Conceptual presentation

formal representation

(Hartson ir Hix, 1989)

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DSDM lifecycle model

http://na.dsdm.org/en/about/lifecycle.asp

Page 30: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

UCD and Agile integration

• SketchBook Pro (Alias, Canada)

• ID techniques – context research

– interview

– usability tests

– surveys and beta-tests

• Agile process: Scrum – Challenge: ID processes

intersect with Agile ones

39 http://agileproductdesign.com/useful_papers/miller_customer_input_in_a

gile_projects.pdf

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Summary

Four basic activities in the design process 1. Establishing requirements

2. Designing alternatives

3. Prototyping

4. Evaluating

User-centered design rests on three principles 1. Early focus on users and tasks

2. Empirical measurement using quantifiable & measurable usability criteria

3. Iterative design

Page 33: The process of interaction designweb.vu.lt/mif/k.lapin/files/2014/03/4-Process.pdf · Design approaches 1. User centered design –The user knows best what he needs and he is the

References

• Rogers, Sharp, Preece (2011). Interaction design: Beyond Human Computer Interaction. Wiley. Chapter 9.

• Saffer, D. (2010) Designing for Interaction: Creating Smart Applications and Clever Devices (2nd edn), New Riders Press, Indianapolis, IN.

• Kujala, S., Mantyla, M. (2000) Is user involvement harmful or useful in the early stages of product development? CHI 2000 Extended Abstracts, ACM Press, pp. 285-286.

• R. Subramanyam, F.L. Weisstein, M.S. Krishnan (2010). User Participation in Software Development Projects. Communications of the ACM, Vol. 53 No. 3, Pages 137-141

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References

• Brian R. Webb (1996): The role of users in interactive systems design: When computers are theatre, do we want the audience to write the script?, Behavior & Information Technology, 15:2, 76-83

• UCD and Agile

– Agile User Experience Projects, Jakob Nielsen's Alertbox, Nov 4, 2009

– Continuous Integration Relentless Testing

– Agile usability group

• Agile manifesto

– http://www.martinfowler.com/articles/agileStory.html

• Applications

– http://www.id-book.com/casestudy_xp.htm

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