Lecture 6 Conceptual Design

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Presentation transcript:

Lecture 6 Conceptual Design Brainstorming Card sort Semantic networks Personas Scenarios, flowcharts and cognitive walkthroughs Both of these are excellent http://www.interaction- design.org/encyclopedia/card_sorting.html https://www.interaction-design.org/encyclopedia/personas.html

Learning objective To appreciate role of Conceptual Design prior to Physical Design To be equipped with a set of methods for Conceptual Design Particularly personas and scenarios

Avoid Technology Myopia Interaction designs must be sensitive to: Human-human communication Implicit Knowledge Non-technical aspects of work Integrate technology and human activities carefully

Conceptual Design Conceptual design involves Structuring the information space Creating alternative solutions Determining which design concept to pursue

Conceptual Design The tools involved in conceptual design: Brainstorming Card sort Semantic networks Personas Scenarios Flowcharts Cognitive walkthroughs

Conceptual Design - Brainstorming Team activity Get out possible ideas Minimize critical thinking at this stage Any idea is ‘good enough’ to write down May use storyboarding Making like a comic strip of the interaction concept Or any sort of diagramming that denotes the idea Can work in parallel by breaking into subgroups or individually to scribble ideas on butcher paper or post-its Brainstorming sessions generate a lot of material that must then be filtered and organized

Post-its grouped at the end of a brainstorming session

Conceptual Design – Card Sort Card Sorting can be used to discover user-centered groupings Card sorting can be used to organize the information collected in the discovery phase Used to define groupings for menus, controls and Web page content Used to generate labels for menus, buttons and navigation links

Conceptual Design – Card Sort Result of a card sort

Conceptual Design – Card Sort Advantages of card sorting sessions: They are quick and easy to perform. They can be done before any preliminary designs have been made. They will let you know how people organize information. They will expose underlying structures.

Conceptual Design – Card Sort Disadvantages of card sorting sessions: They only involve the elements that you have written on the cards. They suggest solutions that imply structures. They become difficult to navigate / interpret with more categories.

Card Sorting Is useful for all sorts of organizing tasks. My grad students have recently used it for Categorizing computational features in to a library (about 120 features of an ink stroke you can compute – length, corners,……) Categorizing related literature in robot programming languages Do it on paper - there is something about the moving the paper around physically that helps.

Conceptual Design – Semantic Network A semantic network is a web of concepts that are linked through association.

Conceptual Design – Semantic Network Advantages of semantic networks: They allow an easy way to explore the problem space. They provide a way to create clusters of related elements. They provide a graphical view of the problem space. They resonate with the ways in which people process information.

Conceptual Design – Semantic Network Disadvantages of semantic networks: They require knowledge of the problem space. They can lead beyond the problem space. There is no formal semantics for defining symbol meaning Could get formal by using UML, but would tend to stifle the process Can transform your card sort into a semantic network by using post-its, sticking them to a large piece of paper and drawing lines.

Conceptual Design – Personas Personas are archetypes of actual users, defined by the user’s goals and attributes. “Personas are derived from patterns observed during interviews with and observations of users and potential user (and sometimes customers) of a product” (Cooper & Reimann, 2003, 67)

Conceptual Design – Personas Expected to have: A name (and preferably a photo!) Goals and motivating forces Behaviours and a personality Any relevant background E.g. their past experience with other software (and how they felt about it!) They should be a ‘3-dimensional’ person that can serve as a reference “Will this design work for Tim?”

Conceptual Design – Personas Personas should be a reflection of the information derived from the data collection activities Should be able to point to a direct one-to-one relation with an observed user behavior or statement Otherwise, may be erroneous and will lead to incorrect design decisions Yet you have to make them 3-dimensional You need to have enough there to inform the design decisions Can be a synthesis of characteristics observed over multiple users/potential users

Conceptual Design – Personas Advantages of personas: They are quick and easy to create. They provide a consistent model for all team members. They are easy to use with other design methods. They make the user “real” in the mind of the designer. i.e. a basis for our ‘empathy’ as designers Disadvantages of personas: They can be difficult to create if the target audience is international (or just diverse in whatever way) Having too many personas will make the work difficult. 6-8 is usual There is a risk of incorporating unsupported designer assumptions.

Persona example Relate to the civil engineering database from earlier lectures © http://chopsticker.com/

Persona example Relate to the civil engineering database from earlier lectures © http://chopsticker.com/

Conceptual Design – Scenarios, Flowcharts, and Cognitive Walkthroughs A description in ‘plain English’ of a typical task It describes The basic goal The conditions that exist at the beginning of the task The activities in which the persona will engage The outcomes of those activities Scenarios afford a rich picture of the user’s tasks

Scenario example Accessing Design Files from a remote server PACT Analysis People: Design engineer on a project Activities: Using the DMS (document management system) to identify released document set for a design part Context: Remote site work environment, independently managed work activity Technology: Mobile interface to previous PC-based DMS Scenario Tim Powel [Engineer] is on site discussing construction of ‘Bridge D’ ‘Deck’ with contractors. Doesn’t believe that they have all the documentation and needs to check their set of documents against the master set. Uses mobile device to access DMS and authenticates with the system. Selects project ‘Bridge D’ and design part ‘Deck’. Requests the set of released documents to be identified. Works through the identified set of documents checking document codes, release date, and versions with the contractor. Identifies no anomalies with the contractor’s set and completes programme task.

Scenario context / limits A scenario should be ‘situated’ with one or more of your personas You visualise Tim being the end user working through that scenario How do you interpret the Scenario differently if it starts ‘The engineer’ ‘Tim Powel’ The main difference between a use-case and a scenario is that the scenario uses a persona’s name the use-case is abstracted to the role (e.g. engineer) A scenario should specify the interface details as little as possible They are much more about what’s getting done as compared to how the user is manipulating the system to do it A good design will be one that makes the scenario’s task activity natural and efficient for our persona

Conceptual Design – Scenarios, Flowcharts, and Cognitive Walkthroughs Flowcharts can be: Simple network diagrams that identify the pages of a Web site and the navigational links between them Sophisticated diagrams that capture conditional junctures and computational processes

Conceptual Design – Scenarios, Flowcharts, and Cognitive Walkthroughs Cognitive walkthrough - the evaluator follows the various scenarios using the flowcharts or the low-fidelity prototypes The evaluator takes the part of the primary stakeholder and tries to accomplish that stakeholder’s various tasks

Iteration By running the scenario we discover Weaknesses in the flowchart (or more advanced prototype) for accomplishing the scenario This implies where and how something has to change We may change the flowchart / prototype We may adjust the scenario (and/or persona) We may change the functional requirements Expand, contract or otherwise adjust the scope of the entire system development effort (if we have the freedom to do so)

Summary User centered design approach helps identify real user requirements at conceptual design stage and beyond Personas and scenarios are key elements of an iterative approach to conceptual design The personalizing of the interaction experience allows us as designers to empathize with the potential user.