The Process of Interaction Design

Slides:



Advertisements
Similar presentations
References Prof. Saul Greenberg, University of Calgary, notes and articles INUSE 6.2 and RESPECT 5.3 Handbook Prof. , University of , Notes and articles.
Advertisements

Virtual University - Human Computer Interaction 1 © Imran Hussain | UMT Imran Hussain University of Management and Technology (UMT) Lecture 16 HCI PROCESS.
CS305: HCI in SW Development
Chapter 4 Design Approaches and Methods
Lifecycle models For more info on these models – see text
SECOND MIDTERM REVIEW CS 580 Human Computer Interaction.
THE PROCESS OF INTERACTION DESIGN
Part 1: Introducing User Interface Design Chapter 1: Introduction –Why the User Interface Matters –Computers are Ubiquitous –The Importance of Good User.
The Process of Interaction Design. Overview What is Interaction Design? —Four basic activities —Three key characteristics Some practical issues —Who are.
The Process of Interaction Design
What is Interaction Design?
1 FJK User-Centered Design and Development Instructor: Franz J. Kurfess Computer Science Dept. Cal Poly San Luis Obispo.
Chapter 6 The Process of Interaction Design Presented by: Kinnis Gosha, Michael McGill, Jamey White, and Chiao Huang.
1 The Design Process Lecture 9 Date: 2 nd March. 2 Overview Life-Cycle Models in HCI 4 basic activities in HCI Requirements Design Develop/Build Evaluation.
The Process of Interaction Design. What is Interaction Design? It is a process: — a goal-directed problem solving activity informed by intended use, target.
Design Process …and the project.
What is a good length of string? –Depends on its use How do you design a good length of string? –Can be determined by a process What is a good user interface?
Objectives By the end of today’s class you will be able to… –Describe the major steps in the interaction design process –Explain the importance of iterative.
Imran Hussain University of Management and Technology (UMT)
CS3205: HCI in SW Development
Chapter 6 The Process of Interaction Design By: Matt Bergstein Matt Bergstein Kevin Clark Kevin Clark Carol Lawson Carol Lawson Angelo Mitsopoulos Angelo.
The process of interaction design. Overview What is involved in Interaction Design? –Importance of involving users –Degrees of user involvement –What.
Chapter 6 Design Thinking.
CS3205: HCI in SW Development Software process and user-centered design Readings: (1) ID-Book, Chapter 9 (2) Ch. 1 from Task-Centered User Interface Design.
27. august 2007 Lektion 1c 1 Interaktionsdesign- processen Sharp Kapitel 9 Anker Helms Jørgensen Interaktionsdesign Efteråret 2007 Lektion 1c.
CSCD 487/587 Human Computer Interface Winter 2013 Lecture 3 HCI and Interactive Design.
Chapter 9 The process of interaction design. Fundamental activities Understanding the requirements Producing a design solution that satisfies those requirements.
 What is involved in Interaction Design? › What is a user-centered approach? › Four basic activities  Some practical issues › Who are the users? › What.
©2011 1www.id-book.com The process of interaction design Chapter 9.
1 The Design Process Lecture 6 DeSiaMorewww.desiamore.com/ifm.
Week 8 - The process of interaction design
Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess CPE/CSC 484: User-Centered Design and.
CSCI 4163 / CSCI 6904 – Winter Housekeeping  Register from the waitlist  Facebook page: 2014 version please!  Course website under construction.
Gary MarsdenSlide 1University of Cape Town Human-Computer Interaction - 4 User Centred Design Gary Marsden ( ) July 2002.
Design Process … and some design inspiration. Course ReCap To make you notice interfaces, good and bad – You’ll never look at doors the same way again.
IXD activities. What is Interaction Design? — a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility.
Barbara white : interactive mobile system design Who are our Users?
©2011 1www.id-book.com The process of interaction design Chapter 9.
Interface Types and Models Dr. Dania Bilal IS 588 Spring 2008.
LECTURE 3 Outline What is interaction design about?
User centered design IS336 with Dr. Basit Qureshi Fall 2015.
CS305: HCI in SW Development Software process and user-centered design Readings: ID-Book, Chapter 9.
Software Development Process includes: all major process activities all major process activities resources used, subject to set of constraints (such as.
SDLC and Related Methodologies
Software Development - Methodologies
The process of interaction design
Unit 6 Application Design KLB Assignment.
User-Centered Design and Development
Building Information Systems
The process of interaction design Chapter
User-centred system design process
Topic for Presentaion-2
ESTABLISHING REQUIREMENTS
Design and Agency.
HCI in the software process
The Design Process Lecture 9 Date: 2nd March.
User-Centered Design and Development
Introduction to Software Engineering
Methodologies For Systems Analysis.
Usability Techniques Lecture 13.
HCI in the software process
PACT Analysis.
Comp 15 - Usability & Human Factors
MANAGING THE DEVELOPMENT AND PURCHASE OF INFORMATION SYSTEMS
SDLC and Related Methodologies
HCI in the software process
THE PROCESS OF INTERACTION DESIGN
Principles of HCI Design
THE PROCESS OF INTERACTION DESIGN
THE PROCESS OF INTERACTION DESIGN
Presentation transcript:

The Process of Interaction Design

Overview What is Interaction Design? Some practical issues Four basic activities Three key characteristics Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives? Lifecycle models from software engineering Lifecycle models from HCI

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

Four basic activities There are four basic activities in Interaction Design: Identifying needs and establishing requirements 2. Developing alternative designs 3. Building interactive versions of the designs 4. Evaluating designs

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

Some practical issues Who are the users? What are ‘needs’? Where do alternatives come from? How do you choose among alternatives?

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

Who are the stakeholders? Check-out operators • Suppliers • Local shop owners Customers Managers and owners

What are the users’ capabilities? Humans vary in many dimensions: size of hands may affect the size and positioning of input buttons motor abilities may affect the suitability of certain input and output devices height if designing a physical kiosk strength - a child’s toy requires little strength to operate, but greater strength to change batteries disabilities(e.g. sight, hearing, dexterity)

What are ‘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

Where do alternatives come from? 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

IDEO TechBox Library, database, website - all-in-one Contains physical gizmos for inspiration From: www.ideo.com/

The TechBox

How do you 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

Testing prototypes to choose among alternatives

Lifecycle models Show how activities are related to each other Lifecycle models are: management tools simplified versions of reality Many lifecycle models exist, for example: from software engineering: waterfall, spiral, JAD/RAD, Microsoft from HCI: Star, usability engineering

A simple interaction design model Identify needs/ establish requirements (Re)Design Evaluate Build an interactive version Final product Exemplifies a user-centered design approach

Traditional ‘waterfall’ lifecycle Requirements analysis Design Code Test Maintenance

A Lifecycle for RAD (Rapid Applications Development) Project set-up JAD workshops Iterative design and build Engineer and test final prototype Implementation review

Spiral model (Barry Boehm) Important features: Risk analysis Prototyping Iterative framework allowing ideas to be checked and evaluated Explicitly encourages alternatives to be considered Good for large and complex projects but not simple ones

Spiral Lifecycle model From cctr.umkc.edu/~kennethjuwng/spiral.htm

The Star lifecycle model Suggested by Hartson and Hix (1989) Important features: Evaluation at the center of activities No particular ordering of activities. Development may start in any one Derived from empirical studies of interface designers

The Star Model (Hartson and Hix, 1989) Implementation task/functional analysis Requirements specification Prototyping Evaluation UCD is a very general philosphy that instantiates itself in the context of a design project. Within HCI there have been many attempts to come up with actual life cycles where users are central. Examples include Rubinstein and Hersch successive iteration of 5 stages, info collecion, design, implementation, evaluation and deploment. The one here is taken fromHartson and Hix model came about by analysing how design takes place in practice evaluation is central: results of each ativity are evaluated before going onto next one both bottom-up and top -down required in waves software designers are familiar with this in their work and call it ‘yo-yoing’ it is important to do both structure and detail at the same time in practice this is what is done - but the end result suggests otherwise corporate requirments dictate a top=down approach which is wha gets recorded ch 5 of Developing User Interfaces (An Overview of Systems Analysis and Design) p- nice step-by-step methodology for doing user-centred design Conceptual/ formal design

Usability engineering lifecycle model Reported by Deborah Mayhew Important features: Holistic view of usability engineering Provides links to software engineering approaches, e.g. OOSE Stages of identifying requirements, designing, evaluating, prototyping Can be scaled down for small projects Uses a style guide to capture a set of usability goals

Summary Four basic activities in the design process Identify needs and establish requirements Design potential solutions ((re)-design) Choose between alternatives (evaluate) Build the artefact These are permeated with three principles Involve users early in the design and evaluation of the artefact Define quantifiable & measurable usability criteria Iteration is inevitable Lifecycle models show how these are related