THE PROCESS OF INTERACTION DESIGN

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Presentation transcript:

THE PROCESS OF INTERACTION DESIGN Chapter 2 THE PROCESS OF INTERACTION DESIGN

Overview What is involved in Interaction Design? Some practical issues Understanding the problem space Importance of involving users Degrees of user involvement What is a user-centered approach? Four basic activities of interaction design A simple lifecycle model for interaction design Some practical issues Who are the users? What are the users’ needs? How to generate alternative designs How to choose among alternative designs How to integrate interaction design activities within other lifecycle models www.id-book.com

What is involved in Interaction Design? It is a process: Focused on discovering requirements, designing to fulfil requirements, producing prototypes and evaluating them Focused on users and their goals Involves trade-offs to balance conflicting requirements Generating alternatives and choosing between them is key Four approaches: user-centered design, activity-centered design, systems design, and genius design www.id-book.com

The double diamond of design Source: Adapted from https://www.designcouncil.org.uk/news-opinion/design-process- what-double-diamond www.id-book.com

Understanding the problem space Explore: What is currently the user experience Why is a change needed How will this change improve the situation Articulating the problem space Team effort Explore different perspectives Avoid incorrect assumptions and unsupported claims www.id-book.com

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 www.id-book.com

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 Face-to-face group individual or activities Online contributions from thousands of users Online Feedback Exchange (OFE) systems Crowdsourcing design ideas Citizen science User involvement after product release 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, behavioral, 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 www.id-book.com

Four basic activities of Interaction Design Discovering requirements Designing alternatives Prototyping alternative designs Evaluating product and its user experience throughout www.id-book.com

A simple interaction design lifecycle model Exemplifies a user-centered design approach www.id-book.com

Another lifecycle model: Google Design Sprints (Knapp et al, 2016) Source: www.agilemarketing.net/google-design-sprints/ Used courtesy of Agile Marketing www.id-book.com

A framework for research in the wild studies Another lifecycle model: Research in the Wild (Rogers and Marshall, 2017) A framework for research in the wild studies Source: Rogers and Marshall, 2017, p6. Used courtesy of Morgan & Claypool www.id-book.com

Some practical issues Who are the users? What are the users’ needs? How to generate alternative designs How to choose among alternatives How to integrate interaction design activities with other lifecycle models www.id-book.com

Who are the users/stakeholders? Not obvious: 382 distinct types of users for smartphone apps (Sha Zhao et al, 2016) Many products are intended for use by large sections of the population, so user is “everybody” More targeted products are associated with specific roles Stakeholders Larger than the group of direct users Identifying stakeholders helps identify groups to include in interaction design activities www.id-book.com

What are the users’ needs? Users rarely know what is possible Instead: Explore the problem space Investigate who are the users Investigate user activities to see what can be improved Try out ideas with potential users Focus on peoples’ goals, usability and user experience goals rather than expect stakeholders to articulate requirements www.id-book.com

How to generate alternatives Humans tend to stick with something that works Considering alternatives helps identify better designs Where do alternative designs come from? ‘Flair and creativity’: research and synthesis Cross-fertilisation of ideas from different perspectives Users can generate different designs Product evolution based on changing use Seek inspiration: similar products and domain, or different products and domain Balancing constraints and trade-offs www.id-book.com

How to choose among alternatives Interaction design focuses on externally visible and measurable behaviour Technical feasibility Evaluation with users or with peers Prototypes not static documentation because behaviour is key A/B Testing Online method to inform choice between alternatives Nontrivial to set appropriate metrics and choose user group sets Quality thresholds: Different stakeholder groups have different quality thresholds Usability and user experience goals lead to relevant criteria www.id-book.com

How to integrate interaction design activities within other models Integrating interaction design activities in lifecycle models from other disciplines needs careful planning Software development lifecycle models are prominent Integrating with agile software development is promising because it incorporates tight iterations it champions early and regular feedback it handles emergent requirements it aims to strike a balance between flexibility and structure www.id-book.com

Some key points Four basic activities in interaction design process Discovering requirements Designing alternatives Prototyping Evaluating User-centered design rests on three principles Early focus on users and tasks Empirical measurement using quantifiable & measurable usability criteria Iterative design www.id-book.com