Overview of the Design Process User Centered Design.

Slides:



Advertisements
Similar presentations
User Experience Krista Van Laan. Agenda What is User Experience? How does a User Experience team support the rest of the organization? What processes.
Advertisements

Chapter 5 Development and Evolution of User Interface
Design, prototyping and construction
User Modeling CIS 376 Bruce R. Maxim UM-Dearborn.
Human Aspects of System Design Introduction –Designing the human element into a system is paramount to its success –One error incorporated by the human.
The design process IACT 403 IACT 931 CSCI 324 Human Computer Interface Lecturer:Gene Awyzio Room:3.117 Phone:
Chapter 4 Design Approaches and Methods
SECOND MIDTERM REVIEW CS 580 Human Computer Interaction.
CS305: HCI in SW Development Evaluation (Return to…)
IS214 Recap. IS214 Understanding Users and Their Work –User and task analysis –Ethnographic methods –Site visits: observation, interviews –Contextual.
Human Computer Interaction
Usability Inspection n Usability inspection is a generic name for a set of methods based on having evaluators inspect or examine usability-related issues.
Design process User centered design. Poster session – next Thursday Buy a poster board Or tape your stuff to the wall Brief description of topic, key.
What is a good length of string? –Depends on its use How do you design a good length of string? –Can be determined by a process What is a good user interface?
Course Wrap-Up IS 485, Professor Matt Thatcher. 2 C.J. Minard ( )
Overview of Software Requirements
4. Interaction Design Overview 4.1. Ergonomics 4.2. Designing complex interactive systems Situated design Collaborative design: a multidisciplinary.
© Lethbridge/Laganière 2001 Chapter 7: Focusing on Users and Their Tasks1 7.1 User Centred Design (UCD) Software development should focus on the needs.
INTRODUCTION. Concepts HCI, CHI Usability User-centered Design (UCD) An approach to design (software, Web, other) that involves the user Interaction Design.
User Centered Design Lecture # 5 Gabriel Spitz.
Interface Guidelines & Principles Focus on Users & Tasks Not Technology.
Problem Identification – Part 1 Lecture 3 2 Recall… Recognition of Need Becoming Informed Problem Definition Concept Generation Concept Selection Embodiment.
Requirements-definition User analysis
INTROSE Introduction to Software Engineering Raymund Sison, PhD College of Computer Studies De La Salle University User Interface Design.
1 BTEC HNC Systems Support Castle College 2007/8 Systems Analysis Lecture 9 Introduction to Design.
Principles of User Centred Design Howell Istance.
Architecture Business Cycle
CP SC 881 Spoken Language Systems. 2 of 23 Auditory User Interfaces Welcome to SLS Syllabus Introduction.
Overview Prototyping and construction Conceptual design
Overview of the Design Process
Interaction Design Process COMPSCI 345 S1 C and SoftEng 350 S1 C Lecture 5 Chapter 3 (Heim)
Lecture 9 Usability of Health Informatics Applications (Chapter 9)
CSCD 487/587 Human Computer Interface Winter 2013 Lecture 3 HCI and Interactive Design.
HCI Frameworks How we conceptualize users of computing systems.
Requirements Engineering Requirements Elicitation Process Lecture-8.
COSC 3461: Module 1 S04 Introduction to Interaction & Principles of Design I.
Usability and Internet Instruction INST 5240 Mimi Recker Utah State University.
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
Click to edit Master subtitle style USABILITY and USER INTERFACE DESIGN Application.
Heuristic Evaluation and Discount Usability Engineering Taken from the writings of Jakob Nielsen – inventor of both.
Interaction Design CMU. Today’s objectives Continue Design approaches (UCD, ACD)  User-Centered Design  Activity-Centered Design.
Conceptual & Mental Models UserDesigner Conceptual Model Mental Model System model/image System Instantiated in Mental model of mental model Invokes existing.
Screen design Week - 7. Emphasis in Human-Computer Interaction Usability in Software Engineering Usability in Software Engineering User Interface User.
1 ISE 412 Usability Testing Purpose of usability testing:  evaluate users’ experience with the interface  identify specific problems in the interface.
INTRO TO USABILITY Lecture 12. What is Usability?  Usability addresses the relationship between tools and their users. In order for a tool to be effective,
HCC 831 User Interface Design and Evaluation. Good Design (our goal!) “Every designer wants to build a high-quality interactive system that is admired.
Design Process …and understanding users. Agenda Finish history Design process Understanding users.
Evaluating a UI Design Expert inspection methods Cognitive Walkthrough
Copyright  2003 by Dr. Gallimore, Wright State University Department of Biomedical, Industrial Engineering & Human Factors Engineering Human Aspects of.
Writing Software Documentation A Task-Oriented Approach Thomas T. Barker Chapter 5: Analyzing Your Users Summary Cornelius Farrell Emily Werschay February.
Chapter 1: Human Factors of Interactive Software 1.1 Introduction 1.2 Goals of System Engineering –Steps For User-interface Engineering 1.3 System - User.
COMP 6620 User Interface Design and Evaluation. Course Introduction Welcome to COMP 6620 Welcome to COMP 6620 Syllabus Syllabus Introduction Introduction.
SWE 513: Software Engineering
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
Design, prototyping and construction(Chapter 11).
 System Requirement Specification and System Planning.
1 Design and evaluation methods: Objectives n Design life cycle: HF input and neglect n Levels of system design: Going beyond the interface n Sources of.
SIE 515 Design Evaluation Lecture 7.
CIS 376 Bruce R. Maxim UM-Dearborn
Human-Computer Interaction
Topic for Presentaion-2
Design, prototyping and construction
Chapter 11 Design, prototyping and construction 1.
Software Engineering D7025E
Usability Techniques Lecture 13.
Overview of the Design Process
Overview of the Design Process
Think about your view of QA
Overview of the (Engineering) Design Process
Design, prototyping and construction
Presentation transcript:

Overview of the Design Process User Centered Design

Good Design (reminder!) “Every designer wants to build a high-quality interactive system that is admired by colleagues, celebrated by users, circulated widely, and imitated frequently.” (Shneiderman, 1992, p.7) …and anything goes!…

The Good…

The Bad…

The Ugly…

The (really) Ugly…

What The…???

But What Makes it Good?! Functionality Speed & efficiency Reliability, security, data integrity Standardization, consistency USABILITY !

Closer to Fine: A Philosophy …The human user of any system is the focus of the design process. Planning and implementation is done with the user in mind, and the system is made to fit the user, not the other way around….

“Good Design” Means Systems are built for humans; must be designed for the user Recognize individual differences; appreciate design implications of these human factors Recognize the design of things, procedures, etc., influences human behavior and well- being Emphasize empirical data & evaluation Rely on the scientific method Things, procedures, environments, and people do not exist in isolation

Good Design Is Not…  NOT just applying checklists and guidelines – These can help, but USD is a whole philosophy  NOT using oneself as the model user – Know your real users; recognize variation in humans  NOT just common sense – Knowing how to design a fire alarm so it will be heard over background noise is not something we all know. – The HF specialist knows where or how to get the information needed to answer design questions

User Centered Design A way to force yourself to identify and consider the relevant human factors in your design Helps reduce the number of decisions made out of the blue, and helps focus design activities Helps document and defend decisions that may be reviewed later

The Tao of UCD DESIGN IMPLEMENT USE & EVALUATE

UCD: 9 Step Overview 1.Define the Context 2.Describe the User 3.Task Analysis 4.Function Allocation 5.System Layout / Basic Design 6.Mockups & Prototypes 7.Usability Testing 8.Iterative Test & Redesign 9.Updates & Maintenance

Design Implications At each stage, consider how the details of your discovery process affect your design FactImplications Users yrs Range of text sizes Range of grip strength Some French speakers Multilingual interface Astronaut users Extensive training available Military context Aesthetics less of an issue Ruggedness is critical

1. Define the Context Context: the “type” of uses, applications – Life critical systems, applications – Industrial, commercial, military, scientific, consumer – Office, home, entertainment – Exploratory, creative, cooperative Market Customer (not the same as the User) …Design Impacts?…

2. Describe the User (!!) Physical attributes (age, gender, size, reach, visual angles, etc…) Perceptual abilities (hearing, vision, heat sensitivity…) Cognitive abilities (memory span, reading level, musical training, math…) Physical work places (table height, sound levels, lighting, software version…) Personality and social traits (likes, dislikes, preferences, patience…) Cultural and international diversity (languages, dialog box flow, symbols…) Special populations, (dis)abilities

3. Task Analysis Talk to and observe users (NOT customers) doing what they do List each and every TASK Break tasks down into STEPS HABSTRACT into standard tasks (monitor, diagnose, predict, control, inspect, transmit, receive, decide, calculate, store, choose, operate, etc.)

4. Function Allocation Consider the whole system! Decide who or what is best suited to perform each task (or each step) – e.g., system remembers login id, and reminds the user, but user remembers the password Base this on knowledge of system hardware, software, human users’ abilities, culture, communications protocols, privacy, etc. Allocation constraints: Effectiveness; Cognitive/affective; Cost; Mandatory …Don’t forget the design implications!…

5. System Layout / Basic Design Summary of the components and their basic design Cross-check with any Requirements Documents; Human Factors refs; Hardware specs; Budgets; Laws (ADA); etc. Ensure that the system will support the design and comply with constraints (Verification and Validation, in the language of software engineering)

6. Mockups & Prototypes “Informed Brainstorming” RAPIDLY mock up the user interfaces for testing with real people Pen and paper or whiteboard to start Iterate, iterate, iterate!! Increasingly functional & veridical List audio & visual details at same levels of detail in the prototypes – (i.e. don’t forget either of them)

7. Usability Testing Get real (or representative) users to do what they do, using the prototypes Subjective and objective feedback. Sometimes users “want” features that actually yield poor performance Video tape, lots of notes Be rigorous wherever possible (stats, etc.) Feedback into the iterative evaluation & redesign of the system “Discount” usability testing can be very effective, using fewer subjects, more rapid results

8. Iterative Test & Redesign Repeat cycles of testing and reworking the system, subject to cost/time constraints Focus on Functionality First ! Plan for several versions during development

9. Updates & Maintenance In-the-field feedback, telemetry, user data, logs, surveys, etc. Analyze and make iterative redesign/test recommendations Updates and maintenance plan as part of the design! – (design it so it can be fixed or updated)

UCD: 9 Step Overview 1.Define the Context 2.Describe the User 3.Task Analysis 4.Function Allocation 5.System Layout / Basic Design 6.Mockups & Prototypes 7.Usability Testing 8.Iterative Test & Redesign 9.Updates & Maintenance Design Implications?!!

UCD: Focusing Your Efforts There are real-world constraints Cutting out steps is not the way to economize! Optimize the efficiency of each step Here: Focus on the context and the user, to get the most value for the time spent

Concepts, Principles, Guidelines Remember… – No “cookbooks” (sorry!) – No simple, universal checklists – Think from perspective of user – There are many concepts, principles, and guidelines to help you – Focus on higher level principles that apply across situations, display types, etc. …and (almost) anything goes…