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CS5540 HCI Rich Riesenfeld Fall 2003

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Presentation on theme: "CS5540 HCI Rich Riesenfeld Fall 2003"— Presentation transcript:

1 CS5540 HCI Rich Riesenfeld Fall 2003
Design Basics CS5540 HCI Rich Riesenfeld Fall 2003

2 Thesis HCI intrinsically involves design
- “Build an interface to …” What does this observation entail? Fall 2003

3 Whereas… Design is as old as creativity Intensively studied subject
Much is known Let’s tap this understanding and experience! Fall 2003

4 Design is Ubiquitous Nearly all human activities involve design
Novels, airplanes, murals… Rescue missions, ascents… Algorithms, software, interfaces Fall 2003

5 Design Approaches Top down
Mechanical linkages, compilers, software systems Recursive refinement technique Fall 2003

6 Design Approaches (2) Bottom up Prototype, gain experience
Abstract principles Scale up; begin slow Infer from particular to the general Fall 2003

7 Design Challenges Economics Constraints Make it good and cheap
“Better, faster, cheaper” Constraints Not design without constraints Fall 2003

8 Critical Choices Much of design involves making wise “trade-off”
Form v. function Weight v. durability Specific and focused v. general and diffuse Etc. … Fall 2003

9 Design Integrity Clear purpose Understand the role
Good functional spec Tasks to accomplish? Who is user? Budgets? Fall 2003

10 Design Discipline Maintain focus and charge Creeping “feature-ism”
Refer to specs often Creeping “feature-ism” “Wheel of re-incarnation” Compact cars, portable models, basic models, etc. Features are NOT free! Fall 2003

11 Design Discipline (2) Sunset the lifecycle Expanded spec
New technologies change “design equations” “Just shoot it” Start over! Fall 2003

12 Design Phases/Stages Conceptual Preliminary Detail
Show that idea can work Preliminary Sufficient to understand, cost, etc Detail The “whole enchilada” Adequate for contracting Fall 2003

13 “Design Intent” Why did the designer do this?
What is the function of this component? What was the designer thinking? What are the implications if this is modified? Fall 2003

14 Design History Better at design than documentation
Not sensitive to capturing the past Important for the future of a product Need better tools Record the history as well as final result! Fall 2003

15 Documentation Should not be a post-process Capture at time of creation
Hard problem, actually Who should do it? How should it be accomplished? Expensive Not always part of deliverable! Fall 2003

16 Design Conventions Use standards for components
Use standards for style Don’t re-invent terms, tech, tools, etc. Make it as straightforward as possible for others who work with you Fall 2003

17 Variant Design Most designs are not really new from the bottom up!
Redesign is far more common as an activity than design, actually Make use of the past Use templates, components, previous knowledge, catalogs, etc. Fall 2003

18 Lifecycle Design Consider the entire life of a product
Cradle to grave (incl disposal) Look at lifecycle cost! Who will maintain? How long will product live? What tools are appropriate? Situations change!! Fall 2003

19 Design for Change The only sure thing about a design is that its requirements will evolve and may change dramatically Build it flexibly, modularly, clearly wrt to intent, etc Fall 2003

20 Design Spiral Iterate repeatedly Budget for interaction
Throw away early attempts as learning exercises Steve Coons “I know what to throw out.” Fall 2003

21 “ilities” of Design Maintainability Portability Readability
Flexibility Testability Etc, etc…. Fall 2003

22 Complexity “Banana” Complexity space often is shaped like a banana:
Many simple instances Few complicated instances Fall 2003

23 Banana Envelope like P-Q Curves
Difficulty of Items x Iso-curves for equivalent effort Number of Items Fall 2003

24 Design “Reuse” Try to make the parts re-usable for other things or future renovations Use existing parts if available and of adequate quality Fall 2003

25 Design is “team sport” Most designs involve more than one
Interfaces are critical, not just components Communications, small granularity exchanges, important Negotiation, compromise part of deal Fall 2003

26 Design Views Components may serve different functions
Different designers see different views Pockets v. Ribs Manufacture v. Structures Fall 2003

27 Testing and Validation
Important stuff! Expensive phase Underdone activity Alpha testing Beta testing Fall 2003

28 Design Review Take stock of progress periodically Is design on track?
Have it critiqued by a group Fall 2003

29 Design Evaluation How well does design perform?
Consider all aspects and costs Were the trade-offs wise? Fall 2003

30 Debugging Discipline Early is better: easier and cheaper
Product recall is the ultimate “debugging,” and the most expensive, incl liability Fall 2003

31 Design Safety Consider failure modes
What are the consequences of failure? Have they been adequately explored and mitigated? Fall 2003

32 Design is a Creative Process
Respect its needs Time Concentration Freedom Liberation Encouragement and support Fall 2003

33 Consider Multiple Solutions
Competing prototypes Learn more about merits and liabilities Gain experience “American way…” Can help evoke “best effort” Fall 2003

34 Recognize Design Activity
Encourage good design practice Nurture good design through better understanding of its nature You are designers! Do it well! Fall 2003

35 The End Design Methodology

36 Sam Drake University of Utah 22 November 2002
Classic Designs Sam Drake University of Utah 22 November 2002

37 Automotive Model T Ford ~1910 – 1928 VW Beetle ~1936 – 1980
Chevrolet Corvette 1953 – 2003 Porsche 911 ~1960 – 2003 Morris Mini-Minor ~1960 – 1980s Ford Mustang 1964 – 2003 Pontiac GTO ~1964 – 1978 Chrysler Mini-van ~1982 – 2003 Fall 2003

38 Model T Ford Ford built 15,000,000 automobiles with the Model "T" engine, the longest run of any single model apart from the Volkswagen Beetle. Fall 2003

39 Ford Model T First mass produced vehicle
Available to average person Prices dropped as production increased for a number of years Not a very good design Had serious front suspension problems Should have been phased out sooner Fall 2003

40 VW Beetle Fall 2003

41 VW Beetle Advanced design for 1930s Designed by Ferdinand Porsche
Unibody design Integrated powertrain Designed by Ferdinand Porsche Continually improved Relatively poor performance Fall 2003

42 Chevrolet Corvette Fall 2003

43 Chevrolet Corvette First production car with composite body
Early use of Fuel Injection, 1957 Early use of 4W independent suspension, 1963 Early use of 4W disk brakes, 1965 Other innovative use of materials Very high performance with relatively low price and good driveablity Fall 2003

44 Porsche 911 Fall 2003

45 Porsche 911 Same basic body style and layout since early 60’s
Relatively high performance especially in recent years. Fall 2003

46 Morris Mini-Minor Fall 2003

47 Morris Mini-Minor Defined the layout of most contemporary cars
Front wheel drive with transverse engine Very efficient use of space Innovative use of elastomers in suspension Designed by Moulton Fall 2003

48 Ford Mustang Fall 2003

49 Ford Mustang Moderate performance car derived from basic compact car (Ford Falcon). Championed by Lee Iococca Fall 2003

50 Pontiac GTO Fall 2003

51 Pontiac GTO Fall 2003

52 Pontiac GTO Defined the muscle car era
Mid sized car with large high performance engine Fall 2003

53 Chrysler Mini-Van Fall 2003

54 Chrysler Mini-Van Defined the contemporary mini-van
Front wheel drive with transverse engine Very efficient use of space Based on Chrysler “K-car” Championed by Lee Iococca Fall 2003

55 Aircraft Early Curtiss aircraft Douglas DC-3 Japanese Zero Fighter
North American P-51 Mustang Messerschmidt ME262 Jet Fighter Boeing 707 Also, 727, 737, 747 General Dynamics F-16 Fall 2003

56 Douglas DC-3 Fall 2003

57 North American P-51 Mustang
Fall 2003

58 Japanese Zero Fighter Fall 2003

59 Messerschmidt ME262 Jet Fighter
Fall 2003

60 KC-135 Stratotanker Fall 2003

61 Boeing 707 Fall 2003

62 Boeing 727 Fall 2003

63 Boeing 737 World’s most successful aircraft. Fall 2003

64 Boeing 747 Fall 2003

65 Firearms Winchester 1894 Lever Action 1894 – 20??
Colt Automatic Pistol 1911 – 20?? FN recoil operated automatic shotgun Remington gas operated automatic shotgun Browning 0.50 caliper machine gun 1919 – 20?? Fall 2003

66 Winchester 1894 Fall 2003

67 Colt 1911 Fall 2003

68 Colt 1911 Fall 2003

69 Colt 1911 Fall 2003

70 Computers IBM 360 Mainframe Digital Equipment PDP-11 Mini computers
Original Apple MacIntosh Intel 80*86 based computers (Wintel boxes) Fall 2003

71 Other Categories Agricultural Equipment Construction Equipment
John Deere Tractors Construction Equipment Caterpillar D-series tractors Locomotives EMD FT, F-3, F-7, SD40-2 Motorcycles Harley Davison V-Twin Fall 2003

72 END Classic Designs


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