Project Sharing  Team discussions (15 minutes) –Share results of your work on the Project Scope Proposal –Discuss your choice of methods and results –Prepare.

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Presentation transcript:

Project Sharing  Team discussions (15 minutes) –Share results of your work on the Project Scope Proposal –Discuss your choice of methods and results –Prepare for presentation  Class-level discussion (5 mins each) –Each spokesperson share  Background  Problem  Proposal  Lessons learned

Discussion of Readings  Insights from supplemental readings.  Facilitate class discussion of topics / ideas / themes garnered from the online discussion, related to assigned readings. –Discussion Leaders 1. Marcia Peterson 2. Walt Campbell 3. Kevin Wick

Topic F: Support for generating and refining solutions Driving Questions:  What types of information can a UCD designer use to inform their design?  How are the available design principles similar to, and different from each other? What are the implications for their use (e.g., ease of use, credibility, results)? What are sources of design principles available to UCD designers? What challenges arise in using design principles?  What are design patterns and how can they help designers?  What is a paper prototype? What are the benefits of low fidelity prototypes?

Design  Good design balances user goals, business goals and technical constraints  People don’t start with a blank slate, they bring with them all of their experiences, their know- how and their understanding of how the world works

Design Principles  Help users better accomplish their goals and feel competent and confident while doing so  Minimize work (logical, perceptual, mnemonic, physical)  Three kinds of principles –Conceptual (what it is) –Interaction (behavior) –Interface (look and feel)  Principles are not style guides

Design Imperatives  Ethical –Do no harm: don’t make them feel stupid, cause confusion, encourage errors –Improve understanding, effectiveness, efficiency, communication  Purposeful/Useful –Help users achieve their goals within their limitations and within context  Pragmatic/Feasible –Help businesses achieve their goals within technical constraints –Mutual trust and respect between Design, Business and Engineering  Elegant/Artful –Simplest complete solution –Accommodate cognition

Design Patterns  Capture the essence of a problem, the rationale for a solution, how to apply the solution and some of the trade-offs  Embody design experience that the design community has developed and learned

Design Patterns  Capture the essence of a problem, the rationale for a solution, how to apply the solution and some of the trade-offs  Embody design experience that the design community has developed and learned  Optimal user interactions  Interaction design patterns (3 levels) –Conceptual (Postural) –Structural (information display)  Example: Cooper, page 94 –Behavioral (specific interactions)  Context (antithesis: the pre-fab building)

Design Strategies  Design Strategies –Systemic Approach  Big Picture, overall system, the entire problem and solution space –Framing the problem in a distinctive way  Fundamental, creative, productive  Basic view, take a step back, consider drivers behind the goals –First Principles  Assume engaged in innovative design, rather than routine design  Examples: –Load-path analysis (separate torque and bending loads) –UCD: user data, design principles, heuristics, visual design –Intangible Benefit  The most significant driver: feel of the road, the right racing feel

Prototyping  Paper Prototyping –Purpose is to identify which parts of the interface are self- explanatory and which are confusing –Good for the fundamentals:  Concepts & Terminology  Navigation (and workflow; sequence of steps)  Content (the right information; extra information?)  Layout (can they find what they need?)  Functionality (missing features? user’s don’t need or care about?) –Not ideal for:  Technical feasibility (must work within constraints)  Response time  Scrolling  Colors and Fonts  Remote testing –Benefits  Test before writing code  Find out if you are on the right track  Make fast changes  Show interaction: behavior, expectations  Avoid technical “glitches”

Project Exercise Design  Prepare a proposed redesign of your product.  Use a combination of words and images to represent your proposed redesign.  Justify this design using both design principles discussed in class as well as the information you have about your users, their tasks, and the contexts for their tasks.  Bring copies of the exercise to class (one copy for each member of the team, one copy for the instructor) and also post it to your design portfolio.  Due next Thursday

Looking back / Looking ahead Where we’ve been  Topics – Readings and discussion –What is UCD? –Collecting and summarizing information about users, tasks and context? –Problem definition  Project –Insights about users, tasks, and contextual issues –Actual data from observing real users –Problem definition –Resulting in… project scope proposal Where we’re going  Redesign: –Represent design –Support and justify  Readings: –On evaluation and guidelines  Upcoming Exercises: –Heuristic Evaluation –Usability Study –Final Design Solution  Issue Statement: A reminder 1. Geoff Harrison 2. Alan Rosenthal 3. Darren Ellis