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Rob Gleasure R.Gleasure@ucc.ie www.robgleasure.com
IS4446 Advanced Interaction Design Lecture 1: Introduction to IS4446 and the science of design Rob Gleasure
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IS4446 Today’s session Outline of course Core ideas
Outline of assessment
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IS4446 Contact me at Ext 2503 Room 2.112 R.Gleasure@ucc.ie
Website for this course robgleasure.com
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IS4446 Module objective To provide students with an advanced understanding of interaction and interface design principles and development methods for desktop, web and mobile software. Learning outcomes Articulate and apply core Human-Computer Interaction principles Elicit user interaction requirements Analyse, design and prototype user interfaces Effectively utilise interface paradigms and patterns and the methods associated with usability engineering, information architecture and information visualisation Rigorously evaluate existing software interfaces
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Learning interaction design
Interaction design concepts & experience Design thinking (focus of IS4445) Design Science (focus of IS4446) Re-usable design methods & practices Re-usable design outputs & archetypes
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Exercise Imagine we want to design a new brochure for BIS
What might we do? Would the ability to use Google be helpful? Why/why not?
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Science vs. learning Collective reusable knowledge Science
Your reusable knowledge Learning Instance
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The interdisciplinary nature of design
Psychology Neuro-science Economics Software engineering HCI Cyber crime Electronic markets Computer science Management Machine learning … … … Out/ crowd-sourcing … Information System Statistics Sociology AI … … … Health Maths Anthro-pology … … … …
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Let’s revisit our brochure design
The design process What worked/didn’t work? The outcomes we want but are not currently realising The interventions that realise those outcomes Problem Solution Let’s revisit our brochure design How does the problem environment work? What can I add/change to influence those related aspects? What aspects of the environment impact on the problem?
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The role of embedded explanations
Every design is built on some implicit or explicit understanding of a target system Ultimately, the point of design science is to ask Why do I think a particular design will work? How can I be sure it is working as intended? Design decisions Assumed impact on specific objectives Desired outcomes
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The role of embedded explanations (cont.)
You might add a navigation menu to a website because you assume users want to be able to jump to different parts of a website You might keep the menu in the same place because you assume consistency will help users find it You might choose a particular part of the page because you assume users will expect to find it there, based on experience with other websites Is there research explaining how users typically jump around a site? Is there research explaining how consistency is best achieved? Is there research explaining general browsing patterns?
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The role of embedded explanations (cont.)
Often there is a lot of research done to inform the assumptions you make. Spelling these assumptions out allows you to Be clear in your thinking Challenge assumptions and fuel novel thinking Draw on existing related knowledge Diagnose why a design isn’t working as intended
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An example from this course
Learning to do interaction design is notoriously difficult Typically skill-based learning requires experiential learning that draws on Personally practicing the skill Closely observing others practice the skill in different contexts Lots written on peer learning as a complement to teacher-led stuff Empowers students to be more proactive in their learning Encourages students to relate course material to a wide range of personal experiences and frames of reference Forces students to identify and reconcile contrasting interpretations of the concepts and information discussed
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An example from this course (cont.)
Review of research on peer learning suggests the following major components Concept Sub-concept Explanation Peer tutoring Perceived tutoring of others Ability to explain ideas to others and provide feedback Perceived tutoring by others Ability to have ideas explained and receive feedback Peer support Perceived empowerment Ability to assume ownership of learning Perceived social connection Ability to discuss shared experiences/challenges Perceived reinforcement Ability to have work validated by others Peer collaboration Perceived shared meaning Ability to establish shared language/ meaning Perceived collaboration Ability to share ideas and improve creativity Perceived challenging of ideas Ability to engage in constructive conflict Perceived safe space Ability to ask unstructured or peer-specific questions Perceived reciprocity Ability to build mutual helping relationships
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An example from this course (cont.)
Six major design decisions corresponding to these objectives
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An example from this course (cont.)
Rationale for each decision links to specific objectives
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An example from this course (cont.)
Rationale for each decision links to specific objectives
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An example from this course (cont.)
Rationale for each decision links to specific objectives
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An example from this course (cont.)
Rationale for each decision links to specific objectives
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An example from this course (cont.)
Rationale for each decision links to specific objectives
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An example from this course (cont.)
Rationale for each decision links to specific objectives
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Course structure Subject to revision based on feedback
Week 1: Introduction Week 2: Designing the interface 1 (perception) Week 3: Designing the interface 2 (affordances) Week 4: Designing the interface 3 (aesthetics and colour) Week 5: Designing the interface 4 (aesthetics and form) Week 6: Designing the community 1 (trusting a platform) Week 7: Designing the community 2 (trusting a group) Week 8: Designing the community 3 (boundaries) Week 9: Designing for practices 1 (tools as mediators) Week 10: Designing for practices 2 (social mediators) Week 11: Designing for practices 3 (socio-materiality) Week 12: Revision
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Course assessment Continuous assessment: 40 marks Group report – 25%
Peer engagement – 15% End of semester exam: 60%
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Group report? Working in pairs*, you will write a report of 3,000-5,000 words, in which you will deconstruct some IT system of your choice (website, app, or desktop application) across the 10 different perspectives. This report will Critique the chosen system using the perspective learned each week in class, e.g. perception, affordances, aesthetics, etc. Present this critique along two dimensions What do you like? What could you change to make it better? Think of it like an audit for each quality, e.g. an affordance audit, a socio-material audit, etc.
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Group report (continued)
To make this more manageable with your other deliverables, this will be delivered in two parts Part 1 (10%) is due Date tbd This will be a write up of the interface part Roughly 1,500-2,000 words Part 2 (15%) is due Date tbd This will add a write up of the community and practice part Roughly 3,000-5,000 words
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Peer engagement? We have a dedicated forum for this course
Go to robgleasure.com, scroll down to IS4446, and follow the link You may register for that forum by entering your student number and a password. No username is necessary for this term – all comments will be uploaded anonymously. Once registered, you will be automatically allocated to discussion sub-groups. Each week, you will be presented with a different system to discuss with your sub-group.
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Peer engagement (cont.)
Each post should build on the one before it The first person to post will Describe something they like about the system Describe something they would change The next person will Assume the previous poster’s change has been made Describe something they like about the revised system (which may or may not predate the previous poster’s changes) And so on until each person in the group has posted This should result in a snowballing change, i.e. a collaboration
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Peer engagement (cont.)
As a simplified example, imagine we were critiquing this PowerPoint style from a colour perspective Anonymous: “I like the restricted use of colours to keep it easy to read but I think it could use some contrast to make it less clinical-looking, maybe occasional use of red would work.” Anonymous: “I think the blue/green/red combination is really striking. The red might jar a little if it pops up randomly though, maybe it could be a subtle part of the recurring design – a CUBS logo in the corner or something” Anonymous: “I like the framing provided by the empty space, it gives it really uncluttered feeling. I would be a little worried we might erode that by adding more colours. Maybe if we softened the colours of the CUBS logo by increasing its transparency and kept it within the framing in the top right corner.”
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Peer engagement (cont.)
Marks will be awarded for your first post each week only (though you may post as many times as you like) 5 marks for your description of what you like 5 marks for your description of what you would change Marking criteria include The positives reinforced made sense The suggestions made sense The suggestions were clearly actionable The feedback built on other suggestions already posted The feedback was consistent what was covered in class The feedback went beyond what was covered in class The feedback was timely enough to help your peers
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Readings Cross, N. (2001). Designerly ways of knowing: Design discipline versus design science. Design issues, 17(3), Gleasure, R. (2015). When is a problem a design science problem?. Systems, Signs & Actions, 9(1), 9-25. Goldkuhl, G. (2004). Design theories in information systems-a need for multi-grounding. JITTA: Journal of Information Technology Theory and Application, 6(2), Herbert, S. A. (1969). The science of the artificial. MIT Press, Massachusetts. Kuechler, B., & Vaishnavi, V. (2008). On theory development in design science research: anatomy of a research project. European Journal of Information Systems, 17(5),
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