SBD: Activity Design Chris North CS 3724: HCI. Problem scenarios summative evaluation Information scenarios claims about current practice analysis of.

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SBD: Activity Design Chris North CS 3724: HCI

Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE

Summaries: stakeholder, task, and artifact analyses, general themes Root concept: vision, rationale, assumptions, stakeholders Problem scenarios: illustrate and put into context the tasks and themes discovered in the field studies Claims analysis: find and incorporate features of practice that have key implications for use Field studies: workplace observations, recordings, interviews, artifacts SBD and Requirements Analysis

Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE Function- ality Look and feel

Problem scenarios: work from current practice to build new ideas Activity design scenarios: transform current activities to use new design ideas SBD: Activity Design Transform old activities to new activities that use technology Focus on system “what” not “how” “conceptual design”, “task-level design” Focus on improvements Iterative Goal: work from problems and opportunities of problem domain to envision new activities

Problem scenarios: work from current practice to build new Activity design scenarios: transform current activities to use new design ideas Claims analysis: identify, illustrate, and document design features with key implications Activity design space: brainstorm implications of metaphors and technology Problem claims: look for design ideas that address negatives, but keep positives HCI knowledge about activity design SBD: Activity Design +/-

Designer’s Model User’s Mental Model Cashier Systematic, logical, comprehensive Ad hoc, informal, incomplete The Web Cart Metaphors bridge the gap

Brainstorming  Developed in response to “group think”  Basic rules:  Someone keeps list so everyone can see  No idea is too wild  No evaluation  Silence does not mean “DONE”  Fun and “light weight”

Grocery Shopping? Soccer mom: Shopping cart: Shelves

metaphors

new scenario Online grocery? Soccer mom:

Grocery Shopping? Soccer mom: Screaming kids Browsing strategy search strategy weekly repeats Shopping cart: + 1 slot for 1 kid + Pile stuff, big stuff underneath - >1 kid? - push Shelves + physical things + see lots of stuff - lots of walking

metaphors Pizza delivery + stay home - no browsing Cookbook + meal oriented - customization? Vending machine Menu for search stuff + Automating retrieval - literacy?

new scenario Online grocery? Soccer mom: Puts screaming kids outside Repeating purchases, template Search items quickly Linked recommendations: beer + diapers Browsing?

The Morphological Box  Identify dimensions of the design space  Enumerate all possible solutions

Grocery Shopping?

Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE

Execution Action plan System goal Last month’s budget... ? Interpretation Perception Making sense GULF OF EVALUATION GULF OF EXECUTION Stages of Action in HCI Information design Interaction design Human- computer interaction Task goal