November 10, 2015 CS 147 Course Midterm Review Design Thinking for User Experience Design, Prototyping & Evaluation 1 hour 5 minutes reviewing took 5 minute.

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November 10, 2015 CS 147 Course Midterm Review Design Thinking for User Experience Design, Prototyping & Evaluation 1 hour 5 minutes reviewing took 5 minute break took questions for 40 minutes [cut 1-3 slides to get down to 45-55 minutes] November 10, 2015

b a l a n c e design technology You need to find a balance between: November 10, 2015 design technology You need to find a balance between: design & technology, human-centered approaches & CS approaches Especially now HCI needs to find a balance between careful controlled experiments of existing technologies or minor tweaks on technology and building major new systems that can solve important world problems. East: more family centric… west; individualistic… balance 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

HCI Approach to UX Design November 10, 2015 “People change their knowledge as they perform, i.e., they learn” Give Examples of Tasks/Activities: activity: learning history high level taskl: - writing a paper - drawing a picture low level task (operation): - copying a word from one paragraph to another - coloring a line 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Why is HCI Important? Major part of work for “real” programs November 10, 2015 Major part of work for “real” programs approximately 50% Bad user interfaces cost money 5% satisfaction  up to 85%profits finding problems early makes them easier to fix reputation of organization (e.g., brand loyalty) lives (Therac-25) User interfaces hard to get right people are unpredictable intuition of designers often wrong Studies have shown that the design, programming, and evaluation of the UI can take up to 50% of the project time and cost for a wide range of commercial and in-house software Nearly 25% of all applications projects fail. Why? overrun budgets & management pulls plug others complete, but are too hard to learn/use Solution is user-centered design. Why? easier to learn & use products sell better can help keep a product on schedule finding problems early makes them easier to fix! training costs reduced 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Who Creates UIs? A team of specialists (ideally) graphic designers November 10, 2015 A team of specialists (ideally) graphic designers interaction / interface designers information architects technical writers marketers program managers test engineers usability engineers researchers (ethnographers, etc.) software engineers hardware engineers industrial designers customers In this course you will wear the hats of many of these specialists. 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

How to Design and Build Good UIs November 10, 2015 How to Design and Build Good UIs Iterative development process Usability goals User-centered design Design discovery Rapid prototyping Evaluation Programming 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

User Interface Development Process November 10, 2015 Customers, Products, Business, Marketing Customers, Products, Business, Marketing Design Discovery Design Exploration Evaluate Production Customers: - Roles (Who) - Tasks (What) - Context (Stories) Marketing: - Business Priorities - Messages Technology: - Products - Architecture Design: - Leading/competing technologies Work together to realize the design in detail Evaluate with Customers Storyboard Review & Iterate Design Definition: - Design Problem Statement - Targeted User Roles (Who) - Targeted User Tasks (What) - Design Direction Statements Proposal: Demos/ Lo Fi Prototypes (How) Specification: Hi Fidelity, Refined Design - Based on customer feedback - Foundation in product reality - Refined Design description based on slide by Sara Redpath, IBM & Thyra Trauch, Tivoli 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Iteration At every stage! Sketch Paper Gut Video Crit Tool November 10, 2015 At every stage! Design Prototype Evaluate Sketch Paper Video Tool Program Gut Crit Expert Eval Lo-fi Test User Study 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Design Design is driven by requirements November 10, 2015 Design is driven by requirements what the artifact is for not how it is to be implemented e.g., phone not as important as mobile app A design represents the artifact for UIs these representations include (?) screen sketches or storyboards flow diagrams/outline showing task structure executable prototypes representations simplify 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Usability(?) November 10, 2015 According to the ISO: The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments This doesn’t mean you have to create a “dry” design or something that is only good for novices – it all depends on your goals 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Usability/User Experience Goals November 10, 2015 Set goals early & later use to measure progress Goals often have tradeoffs, so prioritize Example goals(?) Learnable faster the 2nd time & so on Memorable from session to session Flexible multiple ways to do tasks Efficient perform tasks quickly Robust minimal error rates good feedback so user can recover Discoverable learn new features over time Pleasing high user satisfaction Fun DO THIS ON THE BOARD!!! 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Design Process: Discovery November 10, 2015 Assess Needs understand client’s expectations determine scope of project characteristics of customers & tasks evaluate existing practices & products Discovery Design Exploration Design Refinement Production 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Design Thinking Process November 10, 2015 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

User-centered Design “Know thy User” November 10, 2015 User-centered Design “Know thy User” Cognitive abilities perception physical manipulation Memory Organizational / educational job abilities Keep users involved throughout developers working with target customers think of the world in users terms ` 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Design Discovery Needfinding, Contextual Inquiry & Task Analysis November 10, 2015 Observe existing practices for inspiration Make sure key questions answered Start with this CI design sketch, but required many examples (over 30 on 1st assignment) on each subsequent assignment from different folks on the team Tuned CI participant Tuned field work in record store 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Reframing the Problem as a Point of View November 10, 2015 WE MET . . . (user – possibly extreme – you are inspired by) WE WERE AMAZED TO REALIZE . . . (what did you learn that’s new?) IT WOULD BE GAME-CHANGING TO . . . (frame up an inspired challenge for your team.) (don’t dictate the solution.) 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Design Discovery Summary November 10, 2015 Know thy user & involve them in design Needfinding build empathy with customers listen to them to discover interesting insights Contextual inquiry way to answer the task analysis questions interview & observe real customers in situ use what model to get them to teach you? the master-apprentice model CI is specific interviewing method used in needfinding 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Ideate: From POV to How Might We November 10, 2015 POV: Harried mother of 3, rushing through the airport only to wait hours at the gate, needs to entertain her playful children because “annoying little brats” only irritate already frustrated fellow passengers. Break POV into pieces Amp up the good/Remove the bad Explore the opposite Question an assumption Go after adjectives ID unexpected resources Create an analogy from need or context Change a status quo Use these to generate http://dschool.stanford.edu/wp-content/uploads/2012/05/HMW-METHODCARD.pdf 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Brainstorm “How Might We”s Solutions November 10, 2015 We met a homeless guy on a fishing boat, who just a year ago was given a second chance at life We were amazed to realize that thanks to the boat owner’s mentorship, trust, and display of the fishing lifestyle and connection to nature, he has turned around his life from drug addict without a job to someone with success and compassion It would be game-changing if all of us could take a risk to see a spark in others and nurture it into a purposeful transformation. 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

November 10, 2015 EXPERIENCE PROTOTYPE So how can we get from all the problem ideas we generated in our brainstorm to making a prototype that helps us learn from users 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Design Process: Exploration November 10, 2015 Expand Design Space brainstorming sketching storyboarding prototyping Discovery Design Exploration Design Refinement Production Expand design space: brainstorming, sketching, storyboarding, prototyping 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

From Sketch to Prototype November 10, 2015 Difference in intent rather than in form This is a continuum, not an either/or proposition The difference between the two is as much a contrast of purpose, or intent, as it is a contrast in form Courtesy Bill Buxton

Design Exploration Summary November 10, 2015 Sketching allows exploration of many concepts in the very early stages of design As investment goes up, need to use more and more formal criteria for evaluation Experience prototyping allows us to try many ideas quickly & learn more about the problem & solution space (prototype to learn) 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Administrivia: Grade Summaries November 10, 2015 #1 Needfinding slide content: avg=86, stddev=6 presenter: avg=91, stddev=5 #2 POV, HMW, Experience Prototypes report: avg=89, stddev=5 slide content: avg=92, stddev=4 presenter: avg=93, stddev=5 #4 Concept Video artifact: avg=91, stdev=6 slide content: avg=89, stddev=6 #5 Low-fidelity Prototype & Test report: avg=89, stdev=5 slide content: avg=91, stddev=4 presenter: avg=94, stddev=4 #6 Medium-fidelity Prototype artifact: avg=91, stdev=5 slide content: avg=91, stdev=4 presenter: avg=95, stdev=3 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Concept Videos Illustrate context of use rather than specific UI November 10, 2015 Illustrate context of use rather than specific UI Quick to build Inexpensive Forces designers to consider details of how users will react to the design More important when context is not traditional work scenario 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Context – Computing in 1945 November 10, 2015 This was the STATE OF THE ART! Picture from http://piano.dsi.uminho.pt/museuv/indexmark.htm Harvard Mark I : 55 feet long, 8 feet high, 5 tons http://piano.dsi.uminho.pt/museuv/indexmark.htm 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Computing in 1965 November 10, 2015 This bigger model 360/91 at NASA a few years later had a much larger control panel and a CRT display (just text!) the computer of the 1940s, 50s, and 60s, was essentially for manipulating math A few pioneers had a different vision. IBM System/360 360-91-panel. Licensed under Public Domain via Wikimedia Commons. 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Augmenting Human Intellect November 10, 2015 NLS was for expert use! (two hands working at once!) 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Dynabook – Kay (1974) November 10, 2015 What does it look like that you are familiar with today? Invented 1968, over 40 years before the iPad, but wasn’t realizable 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Xerox Star – 1st Commercial GUI (1981) November 10, 2015 The key computer that led to the Apple Macintosh in 1984 (Jobs saw the Alto – prototype of the Star) 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Rapid Prototyping Build a mock-up of design so you can test it November 10, 2015 Rapid Prototyping Fantasy Basketball Build a mock-up of design so you can test it Low fidelity techniques paper sketches cut, copy, paste low-fi testing allows us to quickly iterate get feedback from users & change right away Interactive prototyping tools HTML, SketchFlow, Balsamiq, Axure, proto.io, etc. UI builders Expression Blend + Visual Studio, etc. 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Evaluation Test with real customers (participants) Build models November 10, 2015 Test with real customers (participants) w/ interactive prototype low-fi with paper “computer” Build models GOMS Low-cost techniques expert evaluation walkthroughs online testing ESP 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Heuristic Evaluation Decreasing Returns November 10, 2015 problems found benefits / cost * Caveat: graphs for a specific example 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Heuristic Evaluatoin Summary November 10, 2015 Have evaluators go through the UI twice Ask them to see if it complies with heuristics note where it doesn’t & say why Combine the findings from 3 to 5 evaluators Have evaluators independently rate severity Alternate with user testing 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

User Testing Data Process data Bottom-line data November 10, 2015 Process data observations of what users are doing & thinking qualitative Bottom-line data summary of what happened time, errors, success i.e., the dependent variables quantitative http://allazollers.com/discovery-research.php http://www.fusionfarm.com/content/uploads/2012/10/analyzing-data.jpg 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

User Testing Summary User testing is important, but takes time/effort November 10, 2015 User testing is important, but takes time/effort Use ????? tasks & ????? participants real tasks & representative participants Be ethical & treat your participants well Want to know what people are doing & why? collect process data Bottom line data requires ???? to get statistically reliable results more participants Difference between between & within groups? between groups: everyone participates in one condition within groups: everyone participates in multiple conditions 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Human Abilities: Retina dt+UX– Design Thinking for User Experience Design, Prototyping & Evaluation Autumn 2015 Prof. James A. Landay Stanford University Human Abilities: Retina November 10, 2015 Distribution of rods & types of cones has major impact on our visual abilities http://www.webexhibits.org/causesofcolor/1G.html http://webvision.med.utah.edu/imageswv/Ostergr.jpeg http://archive.cnx.org/contents/d42c807d-a9fa-4e3d-83d0-0f7c745b51a0@4/color-and-color-vision#import-auto-id1844887 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

The Model Human Processor dt+UX– Design Thinking for User Experience Design, Prototyping & Evaluation Autumn 2015 Prof. James A. Landay Stanford University The Model Human Processor November 10, 2015 Developed by Card, Moran & Newell (’83) based on empirical data Basic model underlies other HCI techniques Allows us to make predictions w/o users Know the processors, memories, cycle times, and decay times 100ms! We model human performance to test understanding and To predict the influence of new technology. This is the classic image form the book “The Psychology of Human-Computer Interaction” 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Fitts’ Law Experimental Results dt+UX– Design Thinking for User Experience Design, Prototyping & Evaluation Autumn 2015 Prof. James A. Landay Stanford University Fitts’ Law Experimental Results November 10, 2015 Task: Quickly tap each target 50 times accurately 30 sec 48 sec 31 sec 21 sec (lots of spread) Draw two circles on the board both around 1/2 inches in diameter 1) distance of 6 inches 2) Repeat by extending the distance to 24 inches Ask volunteer to put mark in circle 50 times each quickly, but accurately (outside of circle at most 4 times) TURN to a partner and discuss what you think will happen and WHY???? ID=Log2(d/w+1) : try easy ID of 4 and hard of ID 8 log2 (13)=3.7 Log2 (49)=5.6 Now try it again with 24 inches but make the target 2 inches wide 3) log2 (13)=3.7 ) Now try again asking the person to go as fast as they can independent of accuracy (should get more speed but see spread of circles outside) Results: 30 sec 48 sec 31 sec (as predicted, almost the same as #1) 21 sec (lots of spread) 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Fitts’ Law Moving hand is a series of microcorrections dt+UX– Design Thinking for User Experience Design, Prototyping & Evaluation Autumn 2015 Prof. James A. Landay Stanford University Fitts’ Law November 10, 2015 Moving hand is a series of microcorrections correction takes Tp + Tc + Tm = 240 msec Time Tpos to move the hand to target size S which is distance D away is given by: Tpos = a + b log2 (D/S + 1) Summary time to move the hand depends only on the relative precision required 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

How well does it communicate? November 10, 2015 How well does it communicate? How well does it work? This graphic illustrates what should be balanced to achieve a design that can convey useful information to `its observers by creating desire in the information itself. This part refers to the information itself, whether the data is accurate or useful. Arguably you are all rather talented at this part. So today Im going to talk about the other two – some guidelines as to how to achieve designs that successfully allow the user to perform such functions without having to force themselves to do so David McCandless http://www.informationisbeautiful.net 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

The Art of Balance Promotion & demotion of important objects November 10, 2015 Promotion & demotion of important objects First Question for any design What are the most important things? Information should be prioritized based on its importance to the user I’ve mentioned several times before that good design is about balance – visual design is no exception. Information should be prioritized based on its importance or relationship to other information : color, size, position and the other things we have discussed are methods to suggest this. If we look at objects on a scale of importance, we can decide best how to use those techniques. Scott Klemmer’s video gave you good examples of how Typograhpy, Layout, and Color give you a good idea of visual hierarchy 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Using Proximity to Indicate Relationships November 10, 2015 “The whole is greater than the sum of the parts.” – David Hothersall Gestalt Psychology in information design Information blocks should be grouped together if related, but unrelated elements should be located at some distance from each other. The principles of Gestalt psychology are based on the humans’ ability to perceive and generate visual forms. One of the six Gestalt Principles, “The Proximity principle” is often used in information design. We can use proximity to describe how elements are related to each other. 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

White Space = Value http://builtbybuffalo.com/ November 10, 2015 http://builtbybuffalo.com/ White Space = Value Using blank space as an object Web design provides good examples of the proximity rule where good layouts will organize related items into groups such as seen here with the menu and project elements grouped together. 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Grid Systems November 10, 2015 A key pattern for implementing rationality, modernism, asymmetry Note that no elements are “centered” One take-away on how to design a lot of information on a page, a grid system is a good place to start. Using the grid gives you consistency and if you use someone else's grid, you get to take advantage of professional designed system. Find is easy to see since it is in a column all by itself. Space is consistent between the buttons. Things that are similar are closer (i.e., radio buttons). Bigger space to the buttons at the bottom – they are different. Java Look and Feel Design Guidelines 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Using Appropriate Color “Harmonies” November 10, 2015 Complementary Analogous Triad Split Complementary Rectangle (Tetradic) Square So how to we pick the right colors? While my suggestion for beginners is to stick to one color or “monochrome” pallets, there is the odd occasion where information must have multiple colors to be distinguishable, such as in graphs. In these cases, Color harmonies are particularly useful. They involve picking a primary color and using a color wheel to determine the best colors to go along with it. For beginners, I suggest using these two (analogous and split-complimentary) as they are hard to get wrong and tend to work with lots of designs. see: http://www.tigercolor.com/color-lab/color-theory/color-harmonies.htm 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation

Conceptual Models Summary dt+UX– Design Thinking for User Experience Design, Prototyping & Evaluation Autumn 2015 Prof. James A. Landay Stanford University Conceptual Models Summary November 10, 2015 Conceptual models ? mental representation of how the object works & how interface controls effect it Design model should equal customer’s model ? mismatches lead to errors use customer’s likely conceptual model to design Design guides ? make things visible map interface controls to customer’s model provide feedback Design Model Customer Model System Image 11/10/2015 dt+UX: Design Thinking for User Experience Design, Prototyping & Evaluation