what is design? professor: tapan parikh ([email protected])[email protected] ta: eun kyoung choe...

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What is Design? Professor: Tapan Parikh ([email protected] ) TA: Eun Kyoung Choe (eunky@ischool . berkeley . edu ) Lecture #2 - January 24th, 2008 213: User Interface Design and Development

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What is Design?

Professor: Tapan Parikh ([email protected])TA: Eun Kyoung Choe ([email protected])

Lecture #2 - January 24th, 2008

213: User Interface Design and Development

Today’s Outline

1) Definitions of Design

2) The Design Process

3) Norman’s Take on Design

4) Show & Tell

Design:

1) to create, fashion, execute, or construct according to plan

2) a: to conceive and plan out in the mind

b: to have as a purpose

c: to devise for a specific function or end

Source: http://www.merriam-webster.com/dictionary/design

Design…

is consciouskeeps human concerns in centeris a conversation with materialsis creativeis communicationhas social implicationsis a social activity

- T. Winograd, Bringing Design to SoftwareSlide from Jake Wobbrock

Design is about How

How to do something, as opposed to

specifying what to do

Learn general methods and tools to

envision, implement and evaluate

Allows for re-use across a number of

applications and operating contexts

Iterative Design Cycle

NEEDS

DESIGN

IMPLEMENTEVALUATE

Slide from Scott Klemmer

Design Phases (IDEO)

Understand

Observe

Visualize & Predict

Evaluate & Refine

Implement

Slide from Scott Klemmer

Design Phases (IDEO)

Understand

Observe

Visualize & Predict

Evaluate & Refine

Implement

ContextualInquiry

PersonasPrototyping

HeuristicEval Usability

Testing

Scenarios

Contextual Inquiry

CONTEXT - See the work where it unfolds

PARTNERSHIP - Make yourself and the user

collaborators in understanding the work

INTERPRETATION - Assigning meaning to

design team’s observations

FOCUS - Shared starting point, orienting the

team and user towards a common goal

Scenarios and Personas

Task and Person-based caricatures of common

usage contexts

Keep design team members aligned after the

inquiry phase is completed

Serves as concrete yet flexible representation

of a design situation or solution

Prototyping

Developing rough versions of interfaces for

ideation and initial testing

Ranging from paper or cardboard cutouts to

simple programming environments like Flash

Allows design team to evaluate feasibility of a

solution, and gather feedback from users

Heuristic Evaluation

Assessment of an interface prototype by a

small group of evaluators based on

established design principles

Low-cost method to evaluate early prototypes

as part of iterative design process

Usability Testing

Testing the performance of a candidate

interface with potential users

Including factors like efficiency, accuracy,

learnability, memorizability and accessibility

Results can be statistically analyzed to assess

difference between interface alternatives

Donald Norman

Trained in CS and Psychology, later a professor

of Cognitive Science at UCSD

Cognitive approach to user-interface design

Focuses on aspects like affordances,

constraints, models, feedback and visibility

Less emphasis on aesthetics

Affordances

“actual and perceived properties… that

determine how the thing could be used.”

Based on J.J. Gibson’s term in psychology -

Norman really meant “perceived” affordance

Focused on immediate cognitive aspects of the

environment, as opposed to memory-based

information processing

Mapping

Relationship between controls, their

movements and results in the World

Natural mappings draw upon physical

analogies and cultural standards, leading to

immediate comprehension

Feedback

“Sending information back to the user about

what action has been done, what result has

been accomplished”

Allows the user to understand the incremental

results of his actions

Source: Donald Norman, Design of Everyday Things

Constraints

Physical constraints limit the set of possible

actions by the user

This allows the designer to guide the user

towards specific action sequences useful for

achieving a particular task

Visibility

Make the important functions immediately

visible to the user

Becomes more difficult when the number of

functions exceeds the number of controls

Paradox of Technology

Technologies start off complex, while

designers struggle to balance user needs

and technical capabilities

Eventually, a simple and elegant design

captures the market

Competitors introduce new features, at the

expense of added complexity…

Conceptual Models

People like to understand why things are the way

they are

A conceptual model allows users to understand

and remember the mapping between actions

and the resulting effects

Affordances, Mapping, Feedback, Constraints and

Visibility can help users establish such a model

Designing for Errors

When a task appears simple or trivial, users will most

often blame any errors or mistakes on themselves

When this happens repeatedly, the user may decide

that they are incapable of performing this task

(Norman calls this learned helplessness)

Designers should account for errors in their designs

Action Cycle

Perceive

WORLD

Interpret

Evaluate

Execution

Sequence

Intention

Goals

EV

ALU

ATIO

N

EX

EC

UTIO

NEXECUTION: Doing something to the World

EVALUATION: Compare what happened with what we wanted

Example: Turning on a Lamp

GOAL: Increase light in the room

INTENTION: Turn on the lamp

SEQUENCE: Walk to lamp, turn knob

EXECUTE: [Walk to lamp, turn knob]

PERCEIVE: [Hear “click”, see light]

INTERPET: Lamp clicked and started emitting light

EVALUATE: Light in the room increased. Success!

Slide from Jake Wobbrock

Gulf of Execution

“What do I do now?”

By providing affordances, constraints, visibility

and a good conceptual model, designers can

bridge the Gulf of Execution

Gulf of Evaluation

“Did I succeed?”

By providing feedback and a good conceptual

model, designers can bridge the Gulf of

Evaluation

Show & Tell

Show & Tell

Anyone have examples of really good or bad UIs?

For Next Time

Read Beyer and Holtzblatt, Contextual Design,

Chapters 1-3 and 6

Make sure you are signed up for the Mailing List

Bring examples of interesting user tasks and/or

applications you might want to study for your next

assignment, which will go out next week