IXD activities. What is Interaction Design? — a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility.

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Presentation transcript:

IXD activities

What is Interaction Design? — 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 — a plan for development — a set of alternatives and successive elaborations ProcessRepresentation

Develop alternative designs that meet requirements Build interactive versions of the designs Evaluate what is being built & the user experience offered Identify needs & establish requirements Four basic activities Click each activity for more information

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 Identify needs and establish requirements

Who are the stakeholders? Check-out operators Customers Managers and owners Suppliers Local shop owners Identify needs and establish requirements

What are the users’ capabilities? Humans vary in many dimensions: — size of hands may affect the size and positioning of input buttons — motor abilities may affect the suitability of certain input and output devices — height if designing a physical kiosk — strength - a child’s toy requires little strength to operate, but greater strength to change batteries — disabilities(e.g. sight, hearing, dexterity) Identify needs and establish requirements

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

Involve 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 Identify needs and establish requirements

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  Combination of these approaches

What are ‘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 Identify needs and establish requirements

Where do alternatives come from?  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 Develop alterative designs that meet requirements

Brainstorming as a creative process 7 secrets to a good brainstorm:  Sharpen the focus.  Write playful rules.  Number your ideas.  Build and jump.  Make the space remember  Stretch your mental muscles.  Get physical. For details see: Develop alterative designs that meet requirements

IDEO TechBox – A box full of ideas  Library, database, website - all-in-one  Contains physical gizmos for inspiration From: See your text p 176www.ideo.com/ Develop alterative designs that meet requirements

The TechBox Develop alterative designs that meet requirements

How do you 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 Build interactive versions of the designs

Testing prototypes to choose among alternatives Build interactive versions of the designs

Ongoing evaluations Determine the usability and acceptability of the product or design, measured in terms of a varitey of criteria including: the number of errors users make using it, how appealing it is, how well it matches the requirements etc

Summary Four basic activities in the design process  Identify needs and establish requirements  Develop alterative designs that meet requirements  Build interactive versions of the designs  Evaluate what is being built and the user experience offered These are permeated with three principles 1. Involve users early in the design and evaluation of the artefact 2. Define quantifiable & measurable usability criteria 3. Iteration is inevitable