Digital media & interaction design

Slides:



Advertisements
Similar presentations
HCI in the Software Process and Design Rules
Advertisements

References Prof. Saul Greenberg, University of Calgary, notes and articles INUSE 6.2 and RESPECT 5.3 Handbook Prof. , University of , Notes and articles.
Interaksi Manusia Komputer – Marcello Singadji. design rules Designing for maximum usability – the goal of interaction design Principles of usability.
Virtual University - Human Computer Interaction 1 © Imran Hussain | UMT Imran Hussain University of Management and Technology (UMT) Lecture 16 HCI PROCESS.
Multimedia Specification Design and Production 2013 / Semester 1 / week 7 Lecturer: Dr. Nikos Gazepidis
Chapter 4 Design Approaches and Methods
Lifecycle models For more info on these models – see text
The software process A software process is a set of activities and associated results which lead to the production of a software product. This may involve.
SECOND MIDTERM REVIEW CS 580 Human Computer Interaction.
What is Design? Professor: Tapan Parikh TA: Eun Kyoung Choe
COMP 6620 Chapter Presentation Karthik Vemula. Agenda:-  User Centered Approach  Basic Activities of Interaction Design.  In Class Assignment.
Chapter 6: Design of Expert Systems
1 CS 501 Spring 2003 CS 501: Software Engineering Lecture 2 Software Processes.
Chapter 6 The Process of Interaction Design Presented by: Kinnis Gosha, Michael McGill, Jamey White, and Chiao Huang.
Normans Principles Usability Engineering. Normans Principle Norman’s model of interaction is perhaps the most influential in human computer interaction.
CS 501: Software Engineering
Software Engineering Incorporating Interface Design Into Software Engineering.
Course Wrap-Up IS 485, Professor Matt Thatcher. 2 C.J. Minard ( )
User-Centered Design Good design The user says “Yes, I see” or “Of course”. A simple explanation is sufficient. Bad design The user says “How am I going.
Chapter 7 design rules.
INTRODUCTION. Concepts HCI, CHI Usability User-centered Design (UCD) An approach to design (software, Web, other) that involves the user Interaction Design.
User Centered Design Lecture # 5 Gabriel Spitz.
People: Usability IS 101Y/CMSC 101Y November 5, 2013 Marie desJardins Amanda Mancuso University of Maryland Baltimore County.
Principles of User Centred Design Howell Istance.
© Copyright De Montfort University 2003 All Rights Reserved Interactive Design Sept 03 John T Burns Interactive Systems Design & Evaluation John Burns.
ITEC224 Database Programming
CS 360 Lecture 3.  The software process is a structured set of activities required to develop a software system.  Fundamental Assumption:  Good software.
Interaction Design Process COMPSCI 345 S1 C and SoftEng 350 S1 C Lecture 5 Chapter 3 (Heim)
Mestrado em Informática Médica SIntS 13/14 – T5 Design Concepts Miguel Tavares Coimbra.
JENNIFER WONG CHAPTER 7: USER – CENTERED DESIGN. The point of the book was to advocate a user- centered design which is a philosophy that things should.
Interaction Design CMU. Today’s objectives Continue Design approaches (UCD, ACD)  User-Centered Design  Activity-Centered Design.
Comp 15 - Usability & Human Factors Unit 8a - Approaches to Design This material was developed by Columbia University, funded by the Department of Health.
1 SWE Introduction to Software Engineering Lecture 4.
INTRO TO USABILITY Lecture 12. What is Usability?  Usability addresses the relationship between tools and their users. In order for a tool to be effective,
Audience Analysis & Usability. The Writing Process Focusing and Planning Drafting Assessing & Evaluating Assessing & Editing Publishing and Evaluating.
Chapter 7 design rules. Designing for maximum usability – the goal of interaction design Principles of usability –general understanding Standards and.
Chapter 1: What is interaction design?. Bad designs From:
HCI Mini-Presentation M.A.C.S. Project Human Computer Interaction By Jeremy Cooperstock McGill University.
Software Development Process CS 360 Lecture 3. Software Process The software process is a structured set of activities required to develop a software.
Interface Types and Models Dr. Dania Bilal IS 588 Spring 2008.
The Design of Everyday Things Donald A. Norman. The psychopathology of everyday things Doors Doors Light switches Light switches Taps Taps Telephones.
1 Design and evaluation methods: Objectives n Design life cycle: HF input and neglect n Levels of system design: Going beyond the interface n Sources of.
Lesson Objectives 1) Review the steps involved in problem solving 2) Review the stages of the System Life Cycle 3) Describe what prototyping is and the.
Chapter 7 design rules. Designing for maximum usability – the goal of interaction design Principles of usability –general understanding Standards and.
Design rules.
Digital media & interaction design
Business System Development
User-centred system design process
Human-Computer Interaction
Topic for Presentaion-2
Software Processes (a)
Chapter 6: Design of Expert Systems
SIE 515 Design Rules Lecture 5.
Introducing Evaluation
Teaching slides Chapter 1.
HCI – DESIGN RATIONALE 20 November 2018.
Usability Techniques Lecture 13.
Fundamentals of Human Computer Interaction (HCI)
CS310 Software Engineering Lecturer Dr.Doaa Sami
Comp 15 - Usability & Human Factors
CSE310 Human-Computer Interaction
Chapter 7 design rules.
Chapter 7 design rules.
Chapter 7 design rules.
Chapter 5 Architectural Design.
User CENTERED DESIGN IB TOPIC 7.
Principles of HCI Design
Chapter 7 design rules.
HUMAN COMPUTER INTERACTION. The main aims of the chapter are to: Explain the difference between good and poor interaction design. Describe what interaction.
Presentation transcript:

Digital media & interaction design LECTURE 2

Lecture 2 : User-Centered Design

LECTURE OUTLINE Design process User centered design (UCD) The important of Visibility Mapping Affordances Feedback Constant Design process User centered design (UCD) Interaction Design Principles

The important of : Visibility Mapping Affordances Feedback Constant

Make important things and operation visible VISIBILITY One of the most important aspects of design – interface must have visible features, inferring the right messages to us Make important things and operation visible Make important things clearly Make them easy to find    www.socialtalent.co  

MAPPINGS: The link between what you want to do and what is perceived possible. It is the relationship between moving a control, and the results in the real world

AFFORDANCES:   The perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used (e.g. a chair affords sitting; glass affords seeing through, breaking; wood affords solidity, opacity, support, carving) Affordances provide us clues on how to operate a device

(check box used to be rectangle)   Constant: limits to the perceived operation of a device or interface :size, color and pattern Ex: ( bank website ) (check box used to be rectangle)

Feedback: Sending information back to the user about what action has actually been done and what result was accomplished

Design for Error Use all of the 4 to prevent error , and still make the system robust against errors

Requirements Analysis 1-The Waterfall Model Design Process HCI first model to be used in the design process was the Waterfall model Requirements Analysis Design Implementation Testing Maintenance  

Requirements Analysis 2-The Iterative waterfall model This model lacked any research about the user. It did not talk about people, the user,, so it is clear that here they studied in isolation. Requirements Analysis Design Implementation Testing Maintenance   The next issue is that testing is a functional task, but evaluating would be trying the piece in the real world Iteration

Requirement specification The newer model for HCI. This was a development from the water fall cycle. So this new model had evaluation now in its process. before evolving onto the next level in the design process, you must evaluate and reflect on one part of the process before moving onto the next phase within the project design .Also here we have prototyping . 3-The Star Life Cycle Evaluation Task Analysis Implementation Requirement specification Prototyping Formal Design

4-The User Center Design process This new model is about understanding the user. It has evolved on from the previous model of task analysis, to understand what is going on with the user, 4-The User Center Design process Prototyping Understand User Draw Requirements Evaluate   Iteration The UCD process is an iterative process, where design and evaluation steps are built in from the first stage of projects, through implementation. The key concept to keep in mind is this idea of constant evaluation throughout

What is User-Centered Design ? In UCD, all "development proceeds with the user as the center of focus." -Jeffrey Rubin(Author- Handbook of Usability Testing) User-centered design process (UCD) is also called human-centred design process. "Human-centred design is an approach to interactive system development that focuses specifically on making systems usable. It is a multi-disciplinary activity.” -Human centered design processes for interactive systems, ISO 13407 (1999),

User-Centered Design "User-Centered Design (UCD) is a user interface design process that focuses on usability goals, user characteristics, environment, tasks, and workflow in the design of an interface. UCD follows a series of well-defined methods and techniques for analysis, design, and evaluation of mainstream hardware, software, and web interfaces.The UCD process is an iterative process, where design and evaluation steps are built in from the first stage of projects, through implementation.” (Shawn Lawton Henry and Mary Martinson, Accessibility in User-Centered Design) https://vimeo.com/12716676

The ISO standard describes 6 key principles that will ensure a design is user centered: The design is based upon an explicit understanding of users, tasks and environments. Users are involved throughout design and development. The design is driven and refined by user-centered evaluation. The process is iterative. The design addresses the whole user experience. The design team includes multidisciplinary skills and perspectives.

Design Should: Make it easy to determine what actions are possible at any moment Make things visible, including the conceptual model of the system, the alternative actions, and the results of actions. Make it easy to evaluate the current state of the system Follow natural mappings between intentions and the required actions; between actions and the resulting effect; between the information that is visible and the interpretation of the system state

Principles for making difficult tasks simple ones:   Principles for making difficult tasks simple ones: Use both knowledge in the world and knowledge in the head Simplify the structure of tasks Make things visible:  bridge the gulfs of Execution and Evaluation Get the mappings right Exploit the power of constraints, both natural and artificial Design for error When all else fails, standardize

bibliographic reference list: www.id-book.com Interaction Design: Beyond Human-Computer Interaction  by Helen Sharp