S556 SYSTEMS ANALYSIS & DESIGN Week 11. Creating a Vision (Solution) SLIS S556 2  Visioning:  Encourages you to think more systemically about your redesign.

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Presentation transcript:

S556 SYSTEMS ANALYSIS & DESIGN Week 11

Creating a Vision (Solution) SLIS S556 2  Visioning:  Encourages you to think more systemically about your redesign  Is both a “grounded brainstorm” and storytelling session  A method to lead groups in future scenario building

Creating a Common Direction SLIS S556 3  How do you choose among multiple visions?  Instead of choosing, synthesize a new solution  Create a better solution by  Identifying elements that work  Recombining them to preserve the best parts  Extending them to address more of the work and overcome any defects

Evaluation and Integration SLIS S556 4  Identify the core parts of each vision that you don’t want to lose  Think how to combine them  If two visions support the work well, choose the simpler or the easier to implement  Choose the ones that are supported by data or test both

Process & Organization Design SLIS S556 5  The business structure may have to change to adopt a new way of working, e.g., ???  Consider using a catch phrase  E.g., Toyota’s vision

Storyboards SLIS S556 6  A vision describes what the new work practice will be  The vision in storyboards will show how the system works  Each frame in the storyboard captures a single scene, i.e., an interaction between two people, a person and the system, a person and an artifact, or a system step

Storyboard Example SLIS S556 7

Storyboard Example SLIS S556 8

Redesigning Work SLIS S556 9  Understand the structure of work as it exists & issues implicit in the work  Become knowledgeable about possibilities for redesign  Vision a new world  Work out specifics in storyboards

Next Step SLIS S  The vision & storyboards  A system design

USABILITY

The Difficulty of Communicating a Design SLIS S  Presenting a demo  Hard to envision new work practice in the presence of the new system  Requirements specifications  Text-oriented  Work models  Hard for customers to understand the work models ???

The Difficulty of Communicating a Design SLIS S  Customers need not just an artifact but an event, a process that will allow them to live out their own work in the new system and articulate the issues they identify (c.f., participatory design)

Including Customers in the Design Process SLIS S  We want to co-design the system with the users  3 obstacles:  No one articulates their own work practices  Customers have not spent time studying all the users of the proposed system  Customers aren’t technologists

Including Customers in the Design Process SLIS S  The challenge for design is to include users in the process to iterate, refine, and extend the initial design concept  The starting point is an initial design concept  an initial prototype

Interacting with Paper (Buxton, 2007) SLIS S

Interactive Paper Interfaces (Buxton, 2007) SLIS S

Interacting with Paper (Buxton, 2007) SLIS S  The role of design is to find the best design

Interacting with Paper (Buxton, 2007)  The role of usability engineering is to help make that design the best SLIS S556 19

Interacting with Paper (Buxton, 2007)  What other important points in this chapter by Buxton? SLIS S556 20

Using Paper Prototypes to Drive Design SLIS S  Prototypes:  are not a demo  are prop in a contextual interview  enable the user to play out the experience of living with the new system  act as a language for communicating between user and designer

Using Paper Prototypes to Drive Design SLIS S  To look at structure, the first prototypes are paper  Paper prototypes are easy to change  Working through a prototype of a new system and discussing the interaction of the system with the work reveals issues that would otherwise remain invisible

Prototyping as a Communication Tool SLIS S  The prototyping process not only brings the users into the design process, but it changes the design process itself  Paper prototyping reduces the cost of getting data so low that the team can demand on having it

Discussion SLIS S  What Is Usability Testing?  To get feedback from users about the usability of a product.  What kind of usability testing experience do you have?

Real Users SLIS S  Testers must be people who currently use or will use the product in the future  “If the participants in the usability test do not represent the real users, you are not seeing what will happen when the product gets to the real users”

Doing Real Tasks SLIS S  “The tasks that you have users do in the test must be ones that they will do with the product on their jobs or in their homes”  “The tasks that you include in a test should relate to your goals and concerns and have a high probability of uncovering a usability problem”

Observing & Recording SLIS S  Test one person at a time  You record both performance and comments  Measure: learning time, time to perform, errors, ease of remembering and amount remembered, subjective measures  Ask the participant for opinions about the product  Usability testing is NOT focus groups, surveys, or beta testing

Guideline for Usability Testing SLIS S  Develop a prototype of a system  List several tasks that users should be able to accomplish with the system  Make a list of potential usability testers  Plan for data collection  Schedule the test  Listen and observe  think-aloud, video-taping Usability professionals’ association:

Feedback Session (HWW Ch 13) SLIS S  Do not have too much attachment to your ideas  Open to your users/clients’ ideas  The goal is co-design  Provide ownership to the users  Develop the ideas that would work

Group Activity SLIS S  With fellow team project members, come up with the strategies for usability testing/client feedback session