The User in Usability INTRO TO HCI LECTURE #2. Today’s Agenda 1.Dan Bell Turbine Demo/Homework Presentations 2.Quick Review of Interaction 3.User and.

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Presentation transcript:

The User in Usability INTRO TO HCI LECTURE #2

Today’s Agenda 1.Dan Bell Turbine Demo/Homework Presentations 2.Quick Review of Interaction 3.User and Usability lecture 4.Paper Prototyping Activity 5.Homework & Next Week’s Challenge 6.Winner of HP Challenge + HP Team Photos

Dan Bell’s Turbine Plant Demo  Group A will go with Dan for 15 minutes  Group B will present for 15 minutes then switch  We will discuss the presentation then continue with schedule

Group B Alex- Amazon & Mac Book Justin – Surface & Fan Maya- Cart & Tower Mak – Netflix & Hotdogs Ogue - Jordan -

Group A Allie – David – Floor Cleaner & Trash Can Gabe – Maggie – Light Saber & Water Fountain Nancy – Coffee Cup Sarah – Dillards Door

Recap of Interaction Interaction Design - Designing interactive products to support the way people communicate and interact in their everyday and working lives Interaction Principles: 1.Design Values 2.Conceptual Principles 3.Behavioral Principles 4.Interface-Level Principles

ATM Actvity Individually: Draw, Write, or Sketch something that to you represents your mental or conceptual model of how an ATM works. It could be a script (step 1, do this, Step 2 do that). Or it could be a sketch with boxes for where the card and the money goes. Think of explaining it to someone who has never seen or heard of an ATM.  Spend 15 minutes on this  There is no right answer, the point is to portray your thoughts on paper

ATM Continued Form Groups of two with someone who is not in your project team or HP team. (This will also be your partner for next weeks challenge)  Exchange your thoughts about the activity  Are your answers different, if so right them down

UX and Usability: 4 steps of System Design 1.Figure out User’s Needs 1.Needs and Goals 2.Context of Use (give an example) 3.Mental Models (how you see ideas) 2.Develop alternative designs 3.Build Interactive Prototypes 4.Evaluate Designs

What are Needs? USERS:  Rarely know what is possible  Cannot tell what they think the need to accomplish a goal  Need to understand why things are the way they are DESIGNERS: (How to solve the above)

The User in Usability  Who are the users/stakeholders?  More than who just presses the big red button:  Those who interact directly with the product (watch user)  Those who manage direct users (Coxswain in a row boat)  Those who receive output from the product  Those who make the purchasing choice  Those who use the competitor’s products

User Focus KNOW YOUR USER Who are they? Probably not like you Talk to them (but don’t be creepy) Watch how the interact with the product CAPTURE THEIR NEEDS  Personae  Culture Probes

Persona: Have you met Fred? Description of Example user What would Fred think? Details matter (make him real) Use Case versus marketing persona (Use case is a real person, Fred is our own creation) Fred is a 37 year old Engineer who has worked at.... He lives in…. He went to school at… He is married with 2 kids aged 15 and 10 and does not work late as they are in sports after school. After his kids go to sleep he likes to work on his computer science skills as there is so much new things coming out that was not taught in his undergraduate years. He is happy to ask for help but feels the new kids are more capable of helping the company and he fears replacement. His wife is currently unemployed and he is the only source of income. The company is downsizing and he fears he may be laid off.

Scenarios: “In a World…” Stories for Design What will the user want to do? Step by Step walkthrough  What can they see?  What do they do? Use and reuse throughout design Allen is playing a new game on a console called “Super Commando”. He presses the “on” button. The menu loads after an icon slowly climbs up a ladder, and he navigates to the “Start New Game” screen. He selects his character and begins to play. A Drill sergeant character shows up and begins to show instructions with dialog text showing at the bottom of the screen. An arrow button flashes indicating that Allen must press it to hear more instructions. Allen finds the controller intuitive. He uses the arrow buttons to navigate through the initial dialog in the tutorial. Then a cut scene begins to play as he is introduced to his Character…

How to make Toast TED Talk

New Product: In your new pairs… 1.Design a new product 2.In your pairs create a persona “Gary” for your product 3.Place “Gary” into a Scenario using the product

Homework For Next Week 1.In pairs, update and sketch out a mental model for how to use your new product based on feedback from your peers. Or create an entirely new product. 2.One person from the team posts final sketches in Blog with title “User_HCI: Team….” for a total of 6 blog posts. Include a short description of the product, the target audience, and considerations you made for users in the design process. Due Thursday at 11:59pm