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LECTURE 3 Outline What is interaction design about?
Four basic activities of interaction design Some practical issues Lifecycle models: showing how the activities are related
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The process of interaction design
Interaction Design is a practical and creative activity, the ultimate intent of which is to develop a product that helps its users achieve their goals. and creative activity, the ultimate intent of which is to develop a product that helps its users achieve their goals.
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What is interaction design about?
Design is a plan or scheme conceived in the mind and intended for subsequent execution.“ In interaction design, we investigate the artifact's use and target domain by taking a user-centered approach to development.
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Classwork Imagine that you want to design an electronic calendar or diary for yourself. You might use this system to plan your time, record meetings and appointments, mark down people's birthdays, and so on, basically the kinds of things you might do with a paper-based calendar. Draw a sketch of the system outlining its functionality and its general look and feel. Spend about five minutes on this. Having produced an outline, now spend five minutes reflecting on how you went about tackling this activity. What did you do first? Did you have any particular artifacts or experience to base your design upon? What process did you go through?
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Four basic activities of interaction design
The four basic activities of interaction design includes the following; Identifying needs and establishing requirements Developing alternative designs that meet those requirements Building interactive versions so that they can be communicated and assessed Evaluating them, i.e., measuring their acceptability.
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1. Identifying needs and establishing requirements
who are the target users? what kind of support do they require? This activity is fundamental to a user-centered approach, and is very important in interaction design.
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2. Developing alternative designs
This is the core activity of designing: actually suggesting ideas for meeting the requirements. This activity can be broken up into two sub-activities: Conceptual design Physical design.
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Conceptual design Physical design
describes what the product should do and behave. Physical design the colors, sounds, and images to use, menu design, and icon design. Alternatives are considered at every point.
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3. Building interactive versions of the designs
This requires an interactive version of the designs to be built but that does not mean that a software version is required. paper-based prototypes
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4. Evaluating designs Evaluation is the process of determining the usability and acceptability of the product or design the number of errors users make using it, how appealing it is, how well it matches the requirements, and so on.
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Three key characteristics of the interaction design process
There are three characteristics that form a key part of the interaction design process. These are: a user focus, specific usability criteria, and iteration.
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focus on users: provide opportunities for evaluation and user feedback
focus on users: provide opportunities for evaluation and user feedback. Specific usability and user experience goals should be identified, clearly documented, and agreed upon at the beginning of the project. Choose between different alternative designs and monitor progress Iteration allows designs to be refined based on feedback.
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Some practical issues These questions must be answered if we are going to be able to "do" interaction design in practice. These are: Who are the users? What do we mean; by needs? How do you generate alternative designs? How do you choose among alternatives?
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Who are the users? interact directly with the product to achieve a task. Users also include those who manage direct users, those who receive products from the system, those who test the system, those who make the purchasing decision, those who use competitive products.
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There are three categories of user:
Primary : frequent hands-on users of the system Secondary: those who use the system through an intermediary (occasional users) Tertiary: those affected by the introduction of the system or who will influence its purchase.
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Stakeholders "people or organizations who will be affected by the system and who have a direct or indirect influence on the system requirements".
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Exercise 3.2 Who do you think are the stakeholders for the check-out system of a large supermarket?
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Solution First, there are the check-out operators. These are the people who sit in front of the machine and pass the customers' purchases over the bar code reader, receive payment, hand over receipts, Then you have the customers, who want the system to work properly so that they are charged the right amount for the goods, receive the correct receipt, are served quickly and efficiently. Also, the customers want the check-out operators to be satisfied and happy in their work so that they don't have to deal with a grumpy assistant. supermarket managers and supermarket owners, who also want the assistants to be happy and efficient and the customers to be satisfied and not complaining. They also don't want to lose money because the system can't handle the payments correctly. Other supermarket employees such as warehouse staff, supermarket suppliers, supermarket owners' families, and local shop owners whose business would be affected by the success or failure of the system. ctions.
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What do we mean by "needs“?
E.g. a person's physical characteristics may affect the design; Cultural diversity and experience
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How do you generate alternative designs?
come from the individual designer's flair and creativity. cross-fertilization of ideas from different applications, an existing product through use and observation copying of other, similar products.
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How do you choose among alternative designs?
These decisions will be informed by the information gathered about users and their tasks, and by the technical feasibility of an idea.
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Broadly speaking, though, the decisions fall into two categories:
those that are about externally visible and measurable features those that are about characteristics internal to the system that cannot be observed or measured without dissecting it.
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In interaction design focuses on the externally visible and measurable behavior.
Detailed internal workings are important only to the extent that they affect the external behavior.
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Prototyping is used to overcome potential client misunderstandings and to test the technical feasibility of a suggested design and its production. Prototyping involves producing a limited version of the product with the purpose of answering specific questions about the design's feasibility or appropriateness. ?At what stage of the interaction design does prototyping come in.
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LIFECYCLE MODELS: SHOWING HOW THE ACTIVITIES ARE RELATED Lifecycle models help to consider how the development activities are related to one another so that the full development process can be seen.
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To put the interaction design model into context let us consider five lifecycle models,
three from software engineering two from HCI How they relate to the interaction design model.
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LIFECYCLE MODELS IN SOFTWARE ENGINEERING
1. The waterfall lifecycle model The waterfall lifecycle was the first model generally known in software engineering and forms the basis of many lifecycles in use today.
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Lifecycle starts with some requirements analysis
Moves into design, then coding, then implementation, testing, finally maintenance.
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Waterfall
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Disadvantage; requirements change over time, as businesses and the environment in which they operate change rapidly. This means that it does not make sense to freeze requirements for months, or maybe years, while the design and implementation are completed. However, the opportunity to review and evaluate with users was not built into this model.
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2. The spiral lifecycle model
Introduced to solve the flaws of the waterfall model by introducing two features; risk analysis prototyping.
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The spiral model incorporates them in an iterative framework that allows ideas and progress to be repeatedly checked and evaluated. Disadvantage It was not the need for user involvement that inspired the introduction of iteration but the need to identify and control risks.
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3. Rapid Applications Development (RAD)
The drive to focus upon users brought about the Rapid Applications Development. It attempts to take a user-centered view To minimize the risk caused by requirements changing during the course of the project.
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Two key features of a RAD project are:
Time-limited cycles of approximately six months, at the end of which a system or partial system must be delivered. JAD (Joint Application Development) workshops in which users and developers come together to thrash out the requirements of the system.
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A basic RAD lifecycle has five phases;
project set-up, JAD workshops, iterative design and build engineer and test final prototype, implementation review.
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Exercise How closely do you think the RAD lifecycle model relates to the interaction design model?
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LIFECYCLE MODELS IN HCI 1. The Star Lifecycle Model
not specify any ordering of activities. activities are highly interconnected: you can move from any activity to any other, provided you first go through the evaluation activity. Evaluation is central to this model, and whenever an activity is completed, its result(s) must be evaluated.
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The Star lifecycle model has not been used widely and successfully for large projects in industry.
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2. The Usability Engineering Lifecycle
provides an holistic view of usability engineering detailed description of how to perform usability tasks specifies how usability tasks can be integrated into traditional software development lifecycles.
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The lifecycle itself has essentially three tasks:
requirements analysis, design / testing/ development, installation
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It includes stages of identifying requirements, designing, evaluating, and building prototypes.
It also explicitly includes the style guide as a mechanism for capturing and disseminating the usability goals of the project.
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Exercise Study the usability engineering lifecycle and identify how this model differs from the interaction design model.
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Class work-Part 1 Imagine that you want to design an electronic calendar or diary for yourself. You might use this system to plan your time, record meetings and appointments, mark down people's birthdays, and so on, basically the kinds of things you might do with a paper-based calendar. Outline the needs(3) and requirements(6). Draw a sketch of the system outlining its functionality and its general look and feel. Produce at least two alternatives. Spend about five minutes on this. Put you group members matno on the submission on if they are around.
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Classwork-Part 2 Exchange your submission
Take another sheet, put you group members matno on it. Evaluate the paper based prototypes (assuming the position of the user) and write in details, the following; how appealing it is(give reasons), how well it matches the requirements, and so on. Which one will you choose based on the stated reasons.
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Presentation2 Take about 2 presentations, the rest are to fix a time to present to me in my office, but all presentations are to be submitted in class (bonus mark for presenting in class).
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