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User-Centered Design and Development
Instructor: Franz J. Kurfess Computer Science Dept. Cal Poly San Luis Obispo FJK 2005
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Copyright Notice These slides are a revised version of the originals provided with the book “Interaction Design” by Jennifer Preece, Yvonne Rogers, and Helen Sharp, Wiley, 2002. I added some material, made some minor modifications, and created a custom show to select a subset. Slides added or modified by me are marked with my initials (FJK), unless I forgot it … FJK 2005
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484-W09 Quarter The slides I use in class are in the Custom Show “484-W09”. It is a subset of the whole collection in this file. Week 9 contains slides from Chapter 15 of the textbook. FJK 2005
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Design and Evaluation in the Real World
Chapter 15 Design and Evaluation in the Real World FJK 2005
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Chapter Overview Case Studies Nokia Communicator
Philips Communicator for Children TRIS interactive voice response system Extreme Programming for context-sensitive ads FJK 2005
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Motivation practical examples are often a good source of information
communication is an interesting domain since it can use different methods and technologies FJK 2005
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Objectives learn from practical projects how design and evaluation are brought together in the development of interactive products compare different combinations of design and evaluation methods, and how they are used in practice identify examples of design trade-offs and decisions for real-world products FJK 2005
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Design and evaluation in the real world: communicators and advisory systems
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The aims Show how design and evaluation are brought together in the development of interactive products. Show how different combinations of design and evaluation methods are used in practice. Describe the various design trade-offs and decisions that have to be made in the real world.
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Key issues: From requirements to design
design cycle to use combination of methods to use for designing and evaluating a product confidentiality product being developed is confidential no users available to test it user participation how many users should be involved in tests expectations from users evaluation findings
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Activity: Convergence of Handheld Devices
there is a significant overlap in usage, technology, and interaction methods for mobile devices sketch a usability evaluation for a device that integrates music player voice recorder PDA cell phone camera
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Activity: Convergence Characteristics
for the different functionalities mentioned, identify usage main tasks, scenarios, constraints interaction methods or paradigms communication, selection, commands, … technologies required for most important activities
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Activity: Convergence Evaluation
develop an outline for a usability evaluation of such a convergence device design and development method coordination with evaluation physical aspects functionality testing consistency user testing
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Case Studies designing mobile communicators
two examples for very different audiences: Nokia’s mobile communicator Philips communicator for children redesign of an interactive voice response system IRS Telephone Response Information System (TRIS)
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Nokia 9300 Mobile Communicator
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Mobile Communicator design cycle methods confidentiality
iterative user-centered approach methods ethnographic research scenarios task models confidentiality first product in the market is key evaluation must be very limited no real users
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Mobile Communicator Constraints
physical aspects screen size number of buttons versus functionality consistency issues internal consistency within mobile software external consistency with desktop software user testing none before release summative testing and questionnaires after
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Nokia 9300 Review a review of the device by The Register web site is at some serious limitations no T9 text input when used as a phone no pen input
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Philips Communicator for Children
design cycle iterative and evolutionary methods: low-fidelity prototyping participatory design interface metaphors physical aspects color, shape, size, robustness pen input bags to protect screen [John Halloran, Sussex University]
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Communicator for Children
user involvement children involved throughout prototypes evaluated constantly invaluable insights for the designers lessons learned agree on assumptions in requirements think of follow-on projects early on users are not designers act quick and dirty if necessary [Oosterholt et al, CHI 1996] [John Halloran, Sussex University]
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Different approaches Nokia Philips confidentiality constraints
users, but not of the proposed product product may go to market with usability problems Philips users involved from the start participatory design prototype lifecycle can mean too many ideas, and unfeasible ideas [John Halloran, Sussex University]
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Activity: Voice Mail Hell
identify problems with automated phone systems user interface constraints interaction methods available cognitive aspects limitations of human users user population design issues implementation issues testing and validation
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Activity: Interactive Voice Response System Design
Select a domain where such a system seems appropriate develop a script for the first two levels evaluate the script by using the Wizard of Oz technique
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Case Study: Interactive Voice Response System
IRS Telephone Response Information System (TRIS) information about tax issues simple automated transactions of 50 million calls, only 14% were handled by TRIS
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Interactive Voice Response (IVR) Systems
common in government offices and large companies difficult to use mental model is difficult to form no visual feedback user must remember the menu structure menu structure often shaped by implementation aspects, not user needs too many choices deep tree no grouping
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Why was TRIS difficult to use?
menu structure difficult to remember computational elegance vs. usability common subroutines for social security number and employee identification number confusing for users who do not have both user is asked repeatedly which number is used composite system different tasks handled by different systems each with its own interaction style users were not told this, but when they moved between the systems they experienced sudden, unexplained changes the same information is requested repeatedly
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TRIS Evaluation combination of techniques simulation
review of the literature information about problems with interactive voice response systems expert reviews GOMS analysis of the proposed redesign simulation redesign was implemented usability tests confirmed that the redesigned system offered better usability than the original design faster task completion times significantly higher user satisfaction
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Using Different Evaluation Methods
broad picture of usability problems potential benefits of the redesigned system GOMS and heuristic evaluation user testing to confirm that the redesigned system offered better usability. user satisfaction questionnaires users preferred the redesigned system gain of ~3 points on a 7-point scale
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XP and Context-Sensitive Ads
visual design of a context-sensitive advert for the Web participant observation study conducted by a company that produces such adverts eXtreme Programming (XP)as an 'agile' development method 2-3 weeks between iterations code-centric, people-oriented approach
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ActiveAd analyses the content of a webpage and identifies some key terms translated into parameters that define the advert to be shown ActiveAds are 'clickable' can link through to any webpage specified by the client information in the feed is updated periodically advert will change accordingly default graphic ('panic’) will be displayed if ActiveAd is not available
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XP and User-Centered Design
short, tight iterations of building and releasing software requirements are gathered in terms of 'stories’ produced by the customer or client developers estimate how long they think it will take to satisfy them customer is on site part of the development team
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Betabet Case Study (re-)design of an ActiveAd for one of Connextra's existing clients, Betabet advert displays the betting odds for the outcomes of sporting events soccer games, horse racing, … specific events to be displayed are determined by the contents of the rest of the user's webpage the advert is designed to sit on a host website and link directly to Betabet's site
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Betabet Story client statement "We want an improved design for Betabet” clarification show the winnings for a £10 bet based on the odds displayed size to be increased to 120x120 (pixels) more of the advert should be clickable
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Storyboards develop some sketches capture detailed decisions
size of the columns and rows broader issues what the banner across the top should contain
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PhotoShop Mockup with notes to explain important aspects
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Static Background identical for all instances of the ad
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Dynamic Ad ad is populated by specific events
provides information about bets
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‘Panic’ Display default image to be shown when the ad server is not available
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Testing against a real Web page different platforms in context
dummy version of a client page different platforms desktop, laptop, hand-held, mobile operating systems: Win, Mac, Linux browsers: IE, Firefox, Opera, Safari … in context test server with live data feed, but not publicly available live roll-out
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Design Issues ‘panic’ fallback option page layout content fit
size, alignment, fonts content fit values must fit into the space available clickable elements platform constraints frequent client feedback ongoing effectiveness evaluation statistics on click-throughs to the client site
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Key Points design involves trade-offs upgrading a product
design space for making changes is limited rapid prototyping and evaluation cycles allow designers to examine alternatives simulations for evaluating systems used by large numbers of people piecing together evidence from a variety of sources can be valuable
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