Feedback from Mid-term Evaluation  What could better help you learn –Assignments  Assignments are too vague (expectations are not clear)  Unsure about.

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Presentation transcript:

Feedback from Mid-term Evaluation  What could better help you learn –Assignments  Assignments are too vague (expectations are not clear)  Unsure about depth and focus  Would like sample deliverables –Discussion  Too much time on student-led discussion—redundant  More active facilitation  Recap of challenge, surprise, lesson is redundant –Readings  Single textbook might be better  Readings don’t always correlate with assignments

Feedback from Mid-term Evaluation  Helping you learn –Discussions (student-led, facilitating) –Group work (exchanging ideas with teams, yet independent work) –Practical exercises and activities –Readings (varied and interesting) –Specific examples and real-life experiences –Handouts and materials

Feedback from Mid-term Evaluation  Conclusions –Discussions, assignments, activities, examples, experiences, group work, handouts and readings are helpful –Less time on redundant class discussion of required readings and recaps of group work –More specific instructions/expectations regarding the assignments –Sample deliverables –Tie readings to assignments

Project Sharing  Team discussions –Share results of your preliminary design work –Discuss your choice of methods and results  Class-level discussion –Volunteers to share especially challenging or surprising insights –Lessons learned

Peer Review  Critique work –Requirements –Rationale –User-centeredness

Discussion of Readings  Insights from supplemental readings  Facilitate class discussion of topics / ideas / themes garnered from the online discussion, related to assigned readings. –Discussion Leaders 1. Steve Messerer 2. Laurent Gherardi 3. Maren Costa

Why the readings?  Readings on the topic of Design –Snyder (2001). "Paper prototyping." –Cooper & Reimann (2003). Synthesizing good design: Principles and patterns –De Jong and Van Der Geest (2000). Characterizing web heuristics. –Van Duyne, Landay, & Hong, (2003). Making most of web design patterns –Adkisson (2002). "Identifying de-facto standards for e- commerce web sites," –Dumas and Redish (1999). Basing designs on expertise in HCI. –Mullet and Sano (1995). Visual Design: Elegance and Simplicity. –Spyradakis (2000). Guidelines for authoring comprehensible web pages and evaluating their success. –Van Duyne Landay, and Hong, (2003). Creating a navigation framework.

Design Challenges –What challenges are you facing? –At this stage in design, what is puzzling you?

Design  Good design balances user goals, business goals and technical constraints  People don’t start with a blank slate, they bring with them all of their experiences, their know-how and their understanding of how the world works

Design Principles  Help users better accomplish their goals and feel competent and confident while doing so  Minimize work (logical, perceptual, mnemonic, physical)  Three kinds of principles –Conceptual (what it is) –Interaction (behavior) –Interface (look and feel)  Principles are not style guides

Design Rationale  Claims, warrants and grounds

Create Rater List Page

Design Imperatives  Ethical –Do no harm: don’t make them feel stupid, cause confusion, encourage errors –Improve understanding, effectiveness, efficiency, communication  Purposeful/Useful –Help users achieve their goals within their limitations and within context  Pragmatic/Feasible –Help businesses achieve their goals within technical constraints –Mutual trust and respect between Design, Business and Engineering  Elegant/Artful –Simplest complete solution –Accommodate cognition

Design Patterns  Captures –Essence of a problem –Rationale for a solution –How to apply the solution –Some of the trade-offs  Embody design experience that the design community has developed and learned

Design Patterns  Capture the essence of a problem, the rationale for a solution, how to apply the solution and some of the trade-offs  Embody design experience that the design community has developed and learned  Optimal user interactions  Interaction design patterns (3 levels) –Conceptual (Postural) –Structural (information display) –Behavioral (specific interactions)  Context (antithesis: the pre-fab building)

Design Strategies  Design Strategies –Systemic Approach  Big Picture, overall system, the entire problem and solution space –Framing the problem in a distinctive way  Fundamental, creative, productive  Basic view, take a step back, consider drivers behind the goals –First Principles  Assume engaged in innovative design, rather than routine design  Examples: –Load-path analysis (separate torque and bending loads) –UCD: user data, design principles, heuristics, visual design –Intangible Benefit  The most significant driver: feel of the road, the right racing feel

Prototyping  Paper Prototyping –Purpose is to identify which parts of the interface are self- explanatory and which are confusing –Good for the fundamentals:  Concepts & Terminology  Navigation (and workflow; sequence of steps)  Content (the right information; extra information?)  Layout (can they find what they need?)  Functionality (missing features? user’s don’t need or care about?) –Not ideal for:  Technical feasibility (must work within constraints)  Response time  Scrolling  Colors and Fonts  Remote testing –Benefits  Test before writing code  Find out if you are on the right track  Make fast changes  Show interaction: behavior, expectations  Avoid technical “glitches”

Project Deliverable Proposal  Prepare a proposed redesign of your product.  Use a combination of words and images to represent your proposed redesign.  Justify this design using both design principles discussed in class as well as the information you have about your users, their tasks, and the contexts for their tasks.  Bring copies of the exercise to class (one copy for each member of the team, one copy for the instructor) and also post it to your design portfolio.  Due next Thursday

Project Deliverable Proposal  Review of details for Deliverable 2  Grading Criteria –Professional Communication –Baseline Requirements  Problem Description  Solution Proposal  Business Case (justification) –User-centered Rationale –Evidence  Clear argument for moving forward  Value of the redesign

Looking back / Looking ahead Where we’ve been  Topics – Readings and discussion –What is UCD? –Collecting and summarizing information about users, tasks and context? –Problem definition  Project –Insights about users, tasks, and contextual issues –Actual data from observing real users –Problem definition –Resulting in… project proposal Where we’re going  Redesign: –Represent design –Support and justify  Readings: –On evaluation and guidelines  Upcoming Exercises: –Heuristic Evaluation –Usability Study –Final Design Solution  Issue Statement: A reminder 1. Tom Alphin 2. Gordon Kam 3. Lowell Vaughen