Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess CPE/CSC 484: User-Centered Design and.

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Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess CPE/CSC 484: User-Centered Design and Development

© Franz J. Kurfess 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, 3rd edition, I added some material, made some minor modifications, and created a custom show to select a subset.  Slides added or significantly modified by me are shown in a different theme

©2011 The process of interaction design Chapter 9

4 © Franz J. Kurfess Logistics ❖ Thu, April 26,  9:10 am: Class Visit AJ Brush, Microsoft Research  informal discussion about user experience with consumer-oriented devices  advice on practical aspects of conducting usability experiments  9:30 am: Opening Data Studio in the Library  interesting part starts at 10:30  11:00 am: Talk about Parallelization  3:10 pm: Talk by AJ Brush ❖ Assignments  presentations for A2 - UCD Tools  see  feedback via Web form at A A  A3 - Storyboards deadline coming up on May 3 ❖ Term Project  user feedback on initial designs collected and evaluated  low-fidelity prototypes completed  mid-quarter project displays Thu, May 3

©2011 Yahoo! Collaboration - Week 4

© Franz J. Kurfess Chapter Overview Interaction Design Activities Key Characteristics of the Interaction Design Process Users and User Needs Alternative Designs Life Cyle Models

7 © Franz J. Kurfess Motivation ❖ it is helpful to know about common basic activities in interaction design, and key characteristics of the design process ❖ interaction design should be driven by the needs of the users ❖ alternative designs can provide options for users, designers, and developers ❖ lifecycle models for interaction design have been derived from similar ones used in software engineering and HCI

8 © Franz J. Kurfess Objectives ❖ know about the basic activities and key characteristics of the interaction design process ❖ be aware of different types of users and shareholders, and their potential influence on the design ❖ be familiar with some strategies to generate alternative designs ❖ know the main differences between SE/HCI life cycle models and one for interaction design

©2011 Overview What is involved in Interaction Design? –Importance of involving users –Degrees of user involvement –What is a user-centered approach? –Four basic activities Some practical issues –Who are the users? –What are ‘needs’? –Where do alternatives come from? –How do you choose among alternatives?

©2011 What is involved in Interaction Design? It is a process: – a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility – a creative activity – a decision-making activity to balance trade- offs Four approaches: user-centered design, activity-centered design, systems design, and genius design

©2011 Importance of involving users Expectation management –Realistic expectations –No surprises, no disappointments –Timely training –Communication, but no hype Ownership –Make the users active stakeholders –More likely to forgive or accept problems –Can make a big difference to acceptance and success of product

©2011 Degrees of user involvement Member of the design team –Full time: constant input, but lose touch with users –Part time: patchy input, and very stressful –Short term: inconsistent across project life –Long term: consistent, but lose touch with users Newsletters and other dissemination devices –Reach wider selection of users –Need communication both ways User involvement after product is released Combination of these approaches

©2011 What is a user-centered approach? User-centered approach is based on: –Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic & attitudinal characteristics –Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations & prototypes are observed, recorded and analysed –Iterative design: when problems are found in user testing, fix them and carry out more tests

©2011 Four basic activities in Interaction Design Establishing requirements Designing alternatives Prototyping Evaluating

©2011 A simple interaction design lifecycle model Exemplifies a user-centered design approach Evaluate (Re)Design Identify needs/ establish requirements Build an interactive version Final product

©2011 Traditional ‘waterfall’ lifecycle Requirements analysis Design Code Test Maintenance

©2011 A Quality-based View rearranged waterfall –to emphasize testing activities that are not explicit in the last diagram not intended for practical use –big-picture view for understanding –A company might have a detailed standard plan (their process)

18 Spiral Model (Barry Boehm) Important features: –Risk analysis –Prototyping –Iterative framework allowing ideas to be checked and evaluated –Explicitly encourages alternatives to be considered Good for large and complex projects but not simple ones –significant overhead

©2011 The Spiral Model

20 The Star Lifecycle Model Important features: –Evaluation at the center of activities –No particular ordering of activities. Development may start in any one –Derived from empirical studies of interface designers Suggested by Hartson and Hix (1989)

21 The Star Model (Hartson and Hix, 1989) Evaluation Conceptual/ formal design Requirements specification Prototyping task/functional analysis Implementation

©2011 Some practical issues Who are the users? What do we mean by ‘needs’? How to generate alternatives How to choose among alternatives How to integrate interaction design activities with other models?

©2011 Who are the users/stakeholders? Not as obvious as you think: – those who interact directly with the product – those who manage direct users – those who receive output from the product – those who make the purchasing decision – those who use competitor’s products Three categories of user (Eason, 1987): – primary: frequent hands-on – secondary: occasional or via someone else – tertiary: affected by its introduction, or will influence its purchase

©2011 Who are the stakeholders? Check-out operators Customers Managers and owners Suppliers Local shop owners

©2011 What do we mean by ‘needs’? Users rarely know what is possible Users can’t tell you what they ‘need’ to help them achieve their goals Instead, look at existing tasks: –their context –what information do they require? –who collaborates to achieve the task? –why is the task achieved the way it is? Envisioned tasks: –can be rooted in existing behaviour –can be described as future scenarios

©2011 How to generate alternatives Humans stick to what they know works But considering alternatives is important to ‘break out of the box’ Designers are trained to consider alternatives, software people generally are not How do you generate alternatives? — ‘Flair and creativity’: research and synthesis — Seek inspiration: look at similar products or look at very different products

©2011 IDEO TechBox Library, database, website - all-in-one Contains physical gizmos for inspiration From:

©2011 The TechBox

©2011 How to choose among alternatives Evaluation with users or with peers, e.g. prototypes Technical feasibility: some not possible Quality thresholds: Usability goals lead to usability criteria set early on and check regularly — safety: how safe? — utility: which functions are superfluous? — effectiveness: appropriate support? task coverage, information available — efficiency: performance measurements

©2011 Testing prototypes to choose among alternatives

©2011 How to integrate interaction design in other models Lifecycle models from other disciplines Agile software development promising –have development and design running in separate tracks –maintain a coherent vision of the interface architecture

©2011 Summary Four basic activities in the design process 1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. Evaluating User-centered design rests on three principles 1. Early focus on users and tasks 2. Empirical measurement using quantifiable & measurable usability criteria 3. Iterative design