© Franz J. Kurfess, 2012 Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess User-Centered.

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Presentation transcript:

© Franz J. Kurfess, 2012 Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess User-Centered Design and Development

© Franz J. Kurfess, 2012 Copyright Notice These slides are a revised version of the originals provided with the book “Interaction Design” by Jennifer Preece, Yvonne Rogers, and Helen Sharp, Wiley, I added some material, made some minor modifications, and created a custom show to select a subset.  Slides added or modified by me are marked with my name and the year and use a different layout

© Franz J. Kurfess, 2012 Chapter 1 Overview of User-Centered Design and Human-Computer Interaction

© Franz J. Kurfess, 2012 Chapter Overview Good vs. bad design Interaction design Interaction design process Goals of interaction design Design and usability practices

© Franz J. Kurfess, 2012 Motivation More and more products and systems have become highly complex, posing challenges to users. As much as possible products should be designed to accommodate their users, not vice versa. Computer-based products can be extremely versatile, but their interaction with the user can also be adapted relatively easily.

© Franz J. Kurfess, 2012 Objectives To become familiar with the main concepts and terms in the area of user-centered design (UCD) and human-computer interaction (HCI). To understand the contributing factors to good and poor design. To know about important principles for good interaction design.

©2011 What is Interaction Design?

©2011 What is interaction design? Designing interactive products to support people in their everyday and working lives –Sharp, Rogers and Preece (2011) The design of spaces for human communication and interaction –Winograd (1997)

©2011 Goals of interaction design Develop usable products –Usability means easy to learn, effective to use and provide an enjoyable experience Involve users in the design process

10 © Franz J. Kurfess, 2012 Examples of Bad Design ❖ Elevator Controls example ❖ Vending Machine example

©2011 Elevator Controls –People don’t seem to have problems hitting the right buttons on the top row. –On the bottom row, many push a label instead of a control button. From:

©2011 Elevator Controls –clear distinction between labels and buttons on the top row –visual similarity between lable and control button in the bottom row From:

©2011 Why is this vending machine so bad? Need to push button first to activate reader Normally insert bill first before making selection Contravenes well known convention From:

14 © Franz J. Kurfess, 2012 Can I afford the Snack? ❖ Snack vending machine in the back of  displays price only after selecting an item through the number pad ❖ Scenario: I have one dollar and need some junk food. What can I afford?  requires multiple steps for each single item  visual scan of item prices would be much faster

©2011 Examples of Good Design Marble answering machine example

©2011 4www.id-book.com Marble Answering Machine Marbles represent messages dropping a marble into a slot initiates an action –different slots for different actions Based on how everyday objects behave Easy, intuitive and a pleasure to use Only requires one-step actions to perform core tasks

©2011 5www.id-book.com Good and bad design Which of the two remote is better designed? Why

©2011 5www.id-book.com Good and bad design TiVo remote on the left is much better designed –Peanut shaped to fit in hand –Logical layout –Color-coded, distinctive buttons –Easy to locate buttons

19 © Franz J. Kurfess, 2012 Simple Remote Usability Test ❖ identify the main functions  without looking at the remote  with a quick glance  after careful reading of the labels  trial and error  reading the manual

©2011 What to design Need to take into account: –Who the users are –What activities are being carried out –Where the interaction is taking place Need to optimise the interactions users have with a product –Such that they match the users’ activities and needs

©2011 Novel interface 7www.id-book.com

©2011 8www.id-book.com Understanding users’ needs Need to take into account what people are good and bad at Consider what might help people in the way they currently do things Think through what might provide quality user experiences Listen to what people want and get them involved Use tried and tested user-centered methods

©2011 Activity How does making a call differ when using a: –Cell phone –regular phone (land-line, corded) –Public phone box? Consider the kinds of user, type of activity and context of use

© www.id-book.com What is interaction design? Designing interactive products to support the way people communicate and interact in their everyday and working lives –Sharp, Rogers and Preece (2011) The design of spaces for human communication and interaction –Winograd (1997)

© www.id-book.com Goals of interaction design Develop usable products –Usability means easy to learn, effective to use and provide an enjoyable experience Involve users in the design process

© www.id-book.com Which kind of design? Number of other terms used emphasizing what is being designed, e.g. –user interface design, software design, user-centered design, product design, web design, experience design (UX) Interaction design is the umbrella term covering all of these aspects –fundamental to all disciplines, fields, and approaches concerned with researching and designing computer- based systems for people

© www.id-book.com HCI and interaction design

© www.id-book.com Relationship between ID, HCI and other fields Academic disciplines contributing to ID: –Psychology –Social Sciences –Computing Sciences –Engineering –Ergonomics –Informatics

© www.id-book.com Relationship between ID, HCI and other fields Design practices contributing to ID: –Graphic design –Product design –Artist-design –Industrial design –Film industry

© www.id-book.com Relationship between ID, HCI and other fields Interdisciplinary fields in interaction design: –HCI –Ubiquitous Computing –Human Factors –Cognitive Engineering –Cognitive Ergonomics –Computer Supported Co-operative Work –Information Systems

© www.id-book.com Working in multidisciplinary teams Many people from different backgrounds involved Different perspectives and ways of seeing and talking about things Benefits –more ideas and designs generated Disadvantages –difficult to communicate and progress forward the designs being create

© www.id-book.com Interaction design in business Increasing number of ID consultancies, examples of well known ones include: – Nielsen Norman Group : “help companies enter the age of the consumer, designing human-centered products and services” – Cooper: ”From research and product to goal-related design” – Swim: “provides a wide range of design services, in each case targeted to address the product development needs at hand” – IDEO: “ creates products, services and environments for companies pioneering new ways to provide value to their customers”

© www.id-book.com What do professionals do in the ID business? interaction designers - people involved in the design of all the interactive aspects of a product usability engineers - people who focus on evaluating products, using usability methods and principles web designers - people who develop and create the visual design of websites, such as layouts information architects - people who come up with ideas of how to plan and structure interactive products user experience designers (UX) - people who do all the above but who may also carry out field studies to inform the design of products

34 © Franz J. Kurfess, 2012 User Experience

© www.id-book.com The User Experience How a product behaves and is used by people in the real world –the way people feel about it and their pleasure and satisfaction when using it, looking at it, holding it, and opening or closing it –“every product that is used by someone has a user experience: newspapers, ketchup bottles, reclining armchairs, cardigan sweaters.” (Garrett, 2003) Cannot design a user experience, only design for a user experience

©2011 Case Study: iPod Nano Touch 21www.id-book.com

©2011 Why was the iPod user experience such a success? Quality user experience from the start Simple, elegant, distinct brand, pleasurable, must have fashion item, catchy names, cool, etc., 22www.id-book.com

© www.id-book.com What is involved in the process of interaction design Establishing requirements Developing alternatives Prototyping Evaluating

© www.id-book.com Core characteristics of interaction design users should be involved through the development of the project specific usability and user experience goals need to be identified, clearly documented and agreed at the beginning of the project iteration is needed through the core activities

© www.id-book.com Why go to this length? Help designers: –understand how to design interactive products that fit with what people want, need and may desire –appreciate that one size does not fit all e.g., teenagers are very different to grown-ups –identify any incorrect assumptions they may have about particular user groups e.g., not all old people want or need big fonts –be aware of both people’s sensitivities and their capabilities

© www.id-book.com Are cultural differences important? 5/21/2012 versus 21/5/2012? –Which should be used for international services and online forms? Why is it that certain products, like the iPod, are universally accepted by people from all parts of the world whereas websites are reacted to differently by people from different cultures?

© www.id-book.com Designed to be different for UK and US customers What are the differences and which is which? What should Anna’s appearance be like for other countries, like India, South Africa, or China? Anna, IKEA online sales agent

©2011 What is involved in the process of interaction design Identify needs and establish requirements Develop alternative designs Build interactive prototypes that can be communicated and assessed Evaluate what is being built throughout the process

©2011 Core characteristics of interaction design users should be involved through the development of the project specific usability and user experience goals need to be identified, clearly documented and agreed at the beginning of the project iteration is needed through the core activities

©2011 Usability goals Effective to use Efficient to use Safe to use Have good utility Easy to learn Easy to remember how to use

©2011 Activity on usability How long should it take and how long does it actually take to: –use a VCR/DVD player/TiVo to play a video? –use a VCR/DVD recorder/TiVo to pre- record two programs? –use an authoring tool to create a website?

© www.id-book.com User experience goals Desirable aspects satisfyinghelpfulfun enjoyable motivatingprovocative engagingchallengingsurprising pleasurableenhancing sociabilityrewarding excitingsupporting creativityemotionally fulfilling entertainingcognitively stimulating Undesirable aspects boringunpleasant frustratingpatronizing making one feel guiltymaking one feel stupid annoyingcutesy childishgimmicky

© www.id-book.com Usability and user experience goals Selecting terms to convey a person’s feelings, emotions, etc., can help designers understand the multifaceted nature of the user experience How do usability goals differ from user experience goals? Are there trade-offs between the two kinds of goals? –e.g. can a product be both fun and safe? How easy is it to measure usability versus user experience goals?

©2011 Design principles Generalizable abstractions for thinking about different aspects of design The do’s and don’ts of interaction design What to provide and what not to provide at the interface Derived from a mix of theory-based knowledge, experience and common- sense

©2011 Visibility This is a control panel for an elevator. How does it work? Push a button for the floor you want? Nothing happens. Push any other button? Still nothing. What do you need to do? It is not visible as to what to do! From:

© www.id-book.com Visibility … you need to insert your room card in the slot by the buttons to get the elevator to work! How would you make this action more visible? make the card reader more obvious provide an auditory message, that says what to do (which language?) provide a big label next to the card reader that flashes when someone enters make relevant parts visible make what has to be done obvious

© www.id-book.com What do I do if I am wearing black? Invisible automatic controls can make it more difficult to use

©2011 Feedback Sending information back to the user about what has been done Includes sound, highlighting, animation and combinations of these –e.g. when screen button clicked on provides sound or red highlight feedback: “ccclichhk”

© www.id-book.com Constraints Restricting the possible actions that can be performed Helps prevent user from selecting incorrect options Physical objects can be designed to constrain things –e.g. only one way you can insert a key into a lock

©2011 Logical or ambiguous design? Where do you plug the mouse? Where do you plug the keyboard? top or bottom connector? Do the color coded icons help? From:

©2011 How to design them more logically (i) A provides direct adjacent mapping between icon and connector (ii) B provides color coding to associate the connectors with the labels From:

©2011 Cultural constraints Learned arbitrary conventions like red triangles for warning Can be universal or culturally specific

©2011 Which are universal and which are culturally-specific?

©2011 Mapping Relationship between controls and their movements and the results in the world Why is this a poor mapping of control buttons?

©2011 Mapping Why is this a better mapping? The control buttons are mapped better onto the sequence of actions of fast rewind, rewind, play and fast forward

©2011 Activity on mappings –Which controls go with which rings (burners)? ABCD

©2011 Why is this a better design?

©2011 Consistency Design interfaces to have similar operations and use similar elements for similar tasks For example: –always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S, ctrl+O Main benefit is consistent interfaces are easier to learn and use

©2011 When consistency breaks down What happens if there is more than one command starting with the same letter? –e.g. save, spelling, select, style Have to find other initials or combinations of keys, thereby breaking the consistency rule –E.g. ctrl+S, ctrl+Sp, ctrl+shift+L Increases learning burden on user, making them more prone to errors

©2011 Internal and external consistency Internal consistency refers to designing operations to behave the same within an application –Difficult to achieve with complex interfaces External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices –Very rarely the case, based on different designer’s preference

©2011 Keypad numbers layout A case of external inconsistency (a) phones, remote controls(b) calculators, computer keypads

©2011 Affordances: to give a clue Refers to an attribute of an object that allows people to know how to use it –e.g. a mouse button invites pushing, a door handle affords pulling Norman (1988) used the term to discuss the design of everyday objects Since has been much popularised in interaction design to discuss how to design interface objects –e.g. scrollbars to afford moving up and down, icons to afford clicking on

©2011 What does ‘affordance’ have to offer interaction design? Interfaces are virtual and do not have affordances like physical objects Norman argues it does not make sense to talk about interfaces in terms of ‘real’ affordances Instead interfaces are better conceptualised as ‘perceived’ affordances –Learned conventions of arbitrary mappings between action and effect at the interface –Some mappings are better than others

©2011 Activity –Physical affordances: How do the following physical objects afford? Are they obvious?

©2011 Activity: Affordance Discovery Take an object or product that is unfamiliar to the test subject, and ask them to find the affordances. –Ideally, the product should perform a pleasant activity once the affordance has been identified and used.

©2011 Activity –Virtual affordances How do the following screen objects afford? What if you were a novice user? Would you know what to do with them?

© Franz J. Kurfess, 2012 Challenge Sketch or describe some key affordances for the following product ideas: – A visual interface for a “file unification system.” – An auditory interface for stock brokers. – An auditory interface for software debugging. – A tactile interface for pedestrian navigation. FJK 2005

© Franz J. Kurfess, 2012 File Unification System Visual interface for merging computer file systems (e.g. desktop/laptop) – Files that are close in one system should be close together in the unified system – Files with similar contents should be close together – Different versions of the same file should be grouped together – Different file types should be easy to distinguish visually. Note: You are not asked to design a system that performs this task, but only the interface (affordances) for it. FJK 2005

© Franz J. Kurfess, 2012 Auditory Interface for Stock Brokers Stock brokers need to digest and react to a large quantity of data in a short time. With multiple computer monitors, their visual channels are often overloaded, but their auditory channel is often underutilized. Design audible affordances that help stockbrokers keep track of market developments and make quick decisions when appropriate. FJK 2005

© Franz J. Kurfess, 2012 Auditory Interface for Software Debugging Debugging software can be very tedious and challenging, especially for complex systems. Design audible affordances that help software testers identify errors and unusual system behaviors. – It might be useful to concentrate on a manageable set of errors and problems. FJK 2005

© Franz J. Kurfess, 2012 Tactile Interface for Pedestrian Navigation Imagine that you have to traverse an unknown environment with no or very little visible information (e.g. at night, in fog, a visually impaired person). – Use the Cal Poly campus as test case. Design tactile affordances that help a pedestrian navigate in such an environment. – You may assume that computer-based information about the environment is available. FJK 2005

©2011 Usability principles Similar to design principles, except more prescriptive Used mainly as the basis for evaluating systems Provide a framework for heuristic evaluation

©2011 Usability principles (Nielsen 2001) Visibility of system status Match between system and the real world User control and freedom Consistency and standards Help users recognize, diagnose and recover from errors Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help and documentation

© www.id-book.com Key points Interaction design is concerned with designing interactive products to support the way people communicate and interact in their everyday and working lives It is concerned with how to create quality user experiences It requires taking into account a number of interdependent factors, including context of use, type of activities, cultural differences, and user groups It is multidisciplinary, involving many inputs from wide-reaching disciplines and fields