University of Washington HCDE 518 User-Centered Design Process HCDE 518 Winter 2010 With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns,

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University of Washington HCDE 518 User-Centered Design Process HCDE 518 Winter 2010 With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry

University of Washington HCDE 518 Agenda  Announcements, Hand in assignments  Sketching Critiques  Lecture – UCD process  Break – 10 mins  Readings Discussion  Lecture – Overview of Methods  Break – 10 mins  Discussion – Group Project Intro and Advice  Group Project Work Time  Next Class

University of Washington HCDE 518 Sketching Critiques  Break into groups of about 4 people  Take turns showing off and explaining your 3 sketches with each other  Each critic should offer advice and feedback about the idea  Strengths, Weaknesses, Originality, Feasibility  Sketcher: take notes about what feedback was offered  Critic: be critical, but constructive and courteous!  Each critic should sign the page after the sketches and date it with today’s date

University of Washington HCDE 518 LECTURE – DESIGN PROCESS

University of Washington HCDE 518 Why a design process?  It helps us get started with a proven tack.  It prevents “designer’s block.”  It keeps us directed toward a final product.  It helps us stay on schedule and within cost.  It helps us measure design progress  It helps us communicate where we are to others.  It prevents us from omitting important steps.  It is more reliable than intuition.  It forces us to iterate!  It helps us keep the user first!

University of Washington HCDE 518 Designers’ expertise  …lies not in the thing he or she is designing.  You do not have to be a widget expert to be a designer of a widget-manufacturing interface.  In fact, if you were, it would probably stifle you (Why?)  Widgetsoft already has the worlds’ foremost widget experts!  These people suffer from their expert blind spots.  Instead, you must be an expert in the process of design.

University of Washington HCDE 518 What is designed?  Artifact view: The object, device, or system is designed.  Holistic view: The interaction, the flow, the user’s experience is designed.  The holistic view includes:  all potential users (often > 1)  all other stakeholders (p 198)  manuals  tutorials  help systems  customer support  …  Think in terms of users’ goals.  Artifacts have no goals.  People have goals!

University of Washington HCDE 518 User Focus  …has everything to do with attitude.  You must make and keep the user a priority.  Put the user first,  keep the user in the center,  remember the user at the end!

University of Washington HCDE 518 Design Process Views

University of Washington HCDE 518 A Newtonian view NO! WRONG!

University of Washington HCDE 518 An iterative process

University of Washington HCDE 518 Stage Goals Learn about stakeholders Discover goals and needs How is it done now? What is wanted? What else has been tried? Generate lots of ideas Grasp issues and potential solutions Produce something tangible Identify challenges Uncover subtleties Discover problems Assess progress Determine next steps Build final product Ramp up marketing, support, and maintenance

University of Washington HCDE 518 What about Engineering?  What about writing production-level code?  What about quality assurance (QA)?  Bug fixing?  Feature requests?  Feature creep?  The software design process and the software engineering processes must work together

University of Washington HCDE 518 Investigate

University of Washington HCDE 518 Why investigate?  You cannot design apart from the world in which your users and design will live.

University of Washington HCDE 518 Investigation Questions  Identify users.  Identify stakeholders.  What are the requirements?  How do they do it now?  How long does it take?  What do they want?  What do they need?  What else have they tried?  Is there already another solution?

University of Washington HCDE 518 Investigation Methods  User surveys  Focus groups  Interviews  Analysis of competition  Contextual inquiry  Design Ethnography  Week 3 & 4 Lectures

University of Washington HCDE 518 Ideate

University of Washington HCDE 518 Ideation  Ideation = “idea generation”  Volume matters most!  To increase the chances for success by considering a huge volume of ideas in a systematic way.  One of the worst things you can do is go with the first idea that you get.  You can always come back to it later.

University of Washington HCDE 518 Ideation Methods  Affinity diagramming  Personas  Scenarios  Role-playing, play-acting, scripts, props  Card sorting  Structured Brainstorming  Sketching  Weeks 5 & 6 Lectures

University of Washington HCDE 518 Prototype

University of Washington HCDE 518 Why prototype?  It is hard to evaluate something that does not exist  It is hard for users to react to abstract concepts  Prototyping brings subtleties and nuances into the light  Begin to wrestle with the technical constraints

University of Washington HCDE 518 Prototyping Techniques  Paper prototypes  Cardboard & foam core mock ups  Screen shots  Flip books  Video mock ups  Hyperlink prototypes  Functional prototypes  Week 7 Lecture

University of Washington HCDE 518 Prototyping Virtues  Build it fast!  Prototype at the right fidelity.  Stick with low-fidelity paper prototypes early in the process, and transition to higher-fidelity software prototypes later  Don’t over-engineer!  Concentrate on the unknowns.  Don’t become attached to it. Prepare to throw it away.  Build multiple concurrently (even if just two).  Users can compare two things much better than consider one in isolation.

University of Washington HCDE 518 Evaluate

University of Washington HCDE 518 Evaluation, do we have to?  Yes!  Automated procedures can find bugs, but not usability problems  (active research area, but hard!).  You can’t iterate without knowing what to fix, leave, or remove.

University of Washington HCDE 518 Evaluation Methods  Heuristic Evaluation  Guidelines Review  Cognitive Walkthrough  Usability Testing  Laboratory Experiments  Real World Deployments  Week 8 lecture

University of Washington HCDE 518 Severity & Fixability Ratings  Severity is how bad a problem is.  How damaging is it?  How often does it happen?  Fixability is how easy it is to remedy the problem  How long will it take?  How hard is it to do?  Go for high severity and high fixability!  But these problems are rare

University of Washington HCDE 518 Evaluation Drives Iteration  If problems are in user performance (“slips”), probably return to prototyping phase.  If problems are in conceptual model (“mistakes”), probably return to ideation phase  If problems are in usefulness or appropriateness, probably return to investigation phase.

University of Washington HCDE 518 Produce

University of Washington HCDE 518 Production  “Production” refers to all steps required to go from a functional prototype to a release candidate  Software architecture  Programming, building  Manufacturing  Help systems  Manuals  Training  Customer support  Marketing  Branding  Distribution

University of Washington HCDE 518 Summary  Design is a highly iterative process.  Design processes must keep the user’s interests central.  Design starts with understanding the user  Designs are never truly perfect. They can always be improved.  It is a skill to know when to stop iterating and call a design “finished.”

University of Washington HCDE 518 BREAK – 10 MINUTES

University of Washington HCDE 518 Design Processes  There is no agreement on an exact design process  For each process shown  What do you like about it?  What do you not like about it?  What is missing?  What is superfluous?

University of Washington HCDE 518 Moggridge 07 Design Process What do you like about it? What do you not like about it? What is missing? What is superfluous?

University of Washington HCDE 518 ISO (from Maguire) What do you like about it? What do you not like about it? What is missing? What is superfluous?

University of Washington HCDE 518 Dix 04 What do you like about it? What do you not like about it? What is missing? What is superfluous?

University of Washington HCDE 518 SAP (2 versions) What do you like about it? What do you not like about it? What is missing? What is superfluous?

University of Washington HCDE 518 Simple View What do you like about it? What do you not like about it? What is missing? What is superfluous?

University of Washington HCDE 518 Apple What do you like about it? What do you not like about it? What is missing? What is superfluous?

University of Washington HCDE 518 HCDE 518 class model What do you like about it? What do you not like about it? What is missing? What is superfluous?

University of Washington HCDE 518 Comparing the Processes  What do they all have in common?  What seem to be the main components?

University of Washington HCDE 518 Readings Discussion  Maguire, M. (2001) Methods to support human-centered design. International Journal of Human–Computer Studies, 55, 4, pp. 587–634.Methods to support human-centered design  Moggridge, B. (2007) Designing interactions. In Ch. 10 of Designing Interactions. Cambridge, MA: The M.I.T. Press, pp Designing interactions  Moggridge, B. (2007) Process. In Ch. 10 of Designing Interactions. Cambridge, MA: The M.I.T. Press, pp Process  Erickson, T.D. (1990) Creativity and design. In B. Laurel (ed.), The Art of Human-Computer Interface Design. Reading, MA: Addison-Wesley, pp. 1-4.Creativity and design

University of Washington HCDE 518 BREAK – 10 MINUTES

University of Washington HCDE 518 PROJECT DISCUSSION & ADVICE

University of Washington HCDE 518 Project Components  P0: Team Form, General Topic approval  P1: User Research & Personas – 15%  P2: Ideation & Sketching – 5%  P3: Prototype – 10%  P4: Evaluation & Final Report – 10%

University of Washington HCDE 518 P0: Team Form, General Topic  Complete team form sent out via yesterday  me with general topic idea for advice

University of Washington HCDE 518 P1: User Research & Personas  Define stakeholders  Choose 3 user research methods and apply them to your problem  e.g., interviews, contextual inquiry, survey, observations, diary studies  Come up with design requirements  Design at least 3 personas

University of Washington HCDE 518 P2: Ideation & Sketching  As a group, brainstorm at least 15 ideas for potential solutions to your users’ problem  Use methods from class to help narrow down the sketch ideas to the best three

University of Washington HCDE 518 P3: Prototype  Construct a prototype or prototypes of your most promising ideas  Can be whatever method you choose  We will discuss numerous types in class  Paper, software, interactive, video, etc.

University of Washington HCDE 518 P4: Final Report & Evaluation  Conduct an evaluation with your target users using the prototype from P3  At least 3 users  Write up a final report covering the entire project

University of Washington HCDE 518 Example – Instant Date Match  Community: Singles  Problem: Connecting people who are shy  P1: User Research: Contextual Inquiry, Interviews, and Survey with people currently single and recently connected

University of Washington HCDE 518 P1: Example Persona  Survey asked about user goals and used to segment user groups for personas

University of Washington HCDE 518 P2: Ideation & Sketches  Came up with 25 sketches  Narrowed it down to 3

University of Washington HCDE 518 P3: Video Prototype & Mock Ups  Figure 8: The finalized design prototype

University of Washington HCDE 518 P4: Evaluation  5 users shown video prototype & screen mockups  Interviewed and surveyed afterwards to provide feedback and opinions  A bit high level, but still provided valuable feedback

University of Washington HCDE 518 General Advice  Spend a lot of time gathering information  Do what makes sense, not what you know how to design for  Look for ways to leverage stakeholder’s interests  Face time is worth a lot, try to work with other group members around if you can  Have a specific stakeholder, design for someone in particular

University of Washington HCDE 518 Picking a Topic  The most important thing that you do will do. Unfortunately it will be the thing you get the least time to do it

University of Washington HCDE 518 Picking a Topic  Pick a community or partner that you’d like to work with  Identify a problem area for that community that you think needs to be addressed  Keep it vague  Make sure you have access (a lot of access) to the community that you want to work with

University of Washington HCDE 518 Example Topics  Community: Long-distance Bikers  Problem: Navigation, finding amenities  Community: Bus riders  Problem: Boredom  Community: International Students  Problem: Understanding social norms  Community: Patients  Problem: Dr.’s Waiting Room Times

University of Washington HCDE 518 Picking a Topic  Then research!  Try to figure out what’s been done so that you can understand what didn’t work and why  Who are the stakeholders? How can you motivate them?

University of Washington HCDE 518 Who are stakeholders for each?  Community: Long-distance Bikers  Problem: Navigation, finding amenities  Community: Bus riders  Problem: Boredom  Community: International Students  Problem: Understanding social norms  Community: Patients  Problem: Dr.’s Waiting Room Times

University of Washington HCDE 518 Questions?

University of Washington HCDE 518 Next Class  Tuesday, January 18 th  User Research, Part 1  Upcoming Work  Reflection 2  Get started on project – choose a topic  Sketching, Week 2  Sketch 3 sketches relating to “Shopping”  Finding items, purchasing, money, customer service, etc

University of Washington HCDE 518 GROUP PROJECT MEET TIME