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Design process User centered design. Poster session – next Thursday Buy a poster board Or tape your stuff to the wall Brief description of topic, key.

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Presentation on theme: "Design process User centered design. Poster session – next Thursday Buy a poster board Or tape your stuff to the wall Brief description of topic, key."— Presentation transcript:

1 Design process User centered design

2 Poster session – next Thursday Buy a poster board Or tape your stuff to the wall Brief description of topic, key characteristics and requirements Display your design ideas Lots of pictures Explanatory text Get some good feedback

3 Design How do we come up with new (good) designs for interactive systems? Why is it so difficult?

4 The Tao of UCD DESIGN IMPLEMENT USE & EVALUATE

5 User-Centered Design Process 1. Understand constraints/context 2. User analysis 2. Task analysis 4. Function allocation 5. Define usability criteria All of the above included in requirements definition and task analysis.

6 User-Centered Design (cont’d) 6. Design UI - including help and documentation Consider alternatives! Apply formative evaluation techniques & iterate 7. Build & test prototypes Apply formative / summative evaluation techniques & iterate 8. Build & test the real application Apply summative evaluation techniques & iterate 9. Release, update and maintain Apply summative evaluation techniques & iterate

7 Design Implications At each stage, consider how the details of your discovery process affect your design FactImplications Users 16-80 yrsRange of text sizes Range of grip strength Some French speakersMultilingual interface Astronaut usersExtensive training available Military contextAesthetics less of an issue Ruggedness is critical

8 1. Define the Context Context: the “type” of uses, applications Life critical systems, applications Industrial, commercial, military, scientific, consumer Office, home, entertainment Exploratory, creative, cooperative General functionality of system Pragmatics Costs and schedule Technical constraints - equipment, OS, memory, disk Customer - makes the buying decision (not the same as the user) …Design Impacts?…

9 2. Describe the User Physical attributes (age, gender, size, reach, visual angles, etc…) Physical work places (table height, sound levels, lighting, software version…) Perceptual abilities (hearing, vision, heat sensitivity…) Cognitive abilities (memory span, reading level, musical training, math…) Personality and social traits (likes, dislikes, preferences, patience…) Cultural and international diversity (languages, dialog box flow, symbols…) Special populations, (dis)abilities

10 3. Task Analysis Talk to and observe users (NOT customers) doing what they do List each and every TASK Break tasks down into STEPS H ABSTRACT into standard tasks (monitor, diagnose, predict, control, inspect, transmit, receive, decide, calculate, store, choose, operate, etc.)

11 4. Function Allocation Consider the whole system! Decide who or what is best suited to perform each task (or each step) e.g., system remembers login id, and reminds the user, but user remembers the password Base this on knowledge of system hardware, software, human users’ abilities, culture, communications protocols, privacy, etc. Allocation constraints: Effectiveness; Cognitive/affective; Cost; Mandatory …Don’t forget the design implications!…

12 5. Define Usability Criteria High level – all the “ilities”, guidelines, etc. Measurable outcomes Users should be efficient at task X after Y times performing Task X should take less than Z seconds, or be performed with fewer than W errors New user should be able to edit document within 30 minutes

13 6. Design the UI Summary of the components and their basic design Cross-check with any Requirements Documents; Human Factors refs; Hardware specs; Budgets; Laws (ADA); etc. Ensure that the system will support the design and comply with constraints (Verification and Validation, in the language of software engineering)

14 7. Build & Test Prototypes “Informed Brainstorming” RAPIDLY mock up the user interfaces for testing with real people Pen and paper or whiteboard to start Iterate, iterate, iterate!! Increasingly functional & closer to final reality List audio & visual details at same levels of detail in the prototypes (i.e. don’t forget either of them)

15 7. Prototyping Storyboards Paper simulations of application Wizard of Oz experiment Prototyping tools Cheap!

16 7. Usability Testing Get real (or representative) users to do what they do, using the prototypes Subjective and objective feedback. Sometimes users “want” features that actually yield poor performance Video tape, lots of notes Be rigorous wherever possible (stats, etc.) Feedback into the iterative evaluation & redesign of the system

17 7. Summative Evaluation Techniques Empirical / laboratory evaluation Discount usability - can be very effective, using fewer subjects, more rapid results Expert review Field study Client review

18 8. Build & Test the Real App. Repeat cycles of testing and reworking the system, subject to cost/time constraints Focus on Functionality First ! Plan for several versions during development

19 9. Release, Update & Maintain In-the-field feedback, telemetry, user data, logs, surveys, etc. Analyze and make iterative redesign/test recommendations Updates and maintenance plan as part of the design! (design it so it can be fixed or updated)

20 UCD Nine-Step Overview 1. Understand constraints/context 2. User analysis 2. Task analysis 4. Function allocation 5. Define usability criteria 6. Design UI - including help and documentation 7. Build & test prototypes 8. Build & test the real application 9. Release, update and maintain Design Implications?!!

21 Not necessarily a waterfall Evaluation Conceptual/ formal design Requirements specification Prototyping task/functional analysis Implementation The Star Model (Hartson and Hix, 1989)

22 Design fixation Keep an open mind Don’t get wedded to an idea Don’t let design review become about whose idea wins Honor the truth. People come first. Not your ego, not your tean/s ego.

23 Iterate on Design Redesign system In light of initial user impressions Pay attention to common complaints Be prepared to abandon bad ideas!! It’s just an idea, not a measure of your worth!

24 Why is HCI Design Difficult? Difficult to deeply analyze human behavior May be too close to the domain Cost/features may be considered over good human factors Creativity is challenging!

25 Idea Creation Ideas come from Imagination Analogy Observation of current practice Observation of current systems Borrow from other fields Animation Theatre Information displays Architecture..… metaphor How do we create and develop new interface ideas and designs?

26 Design Exercise Quickly brainstorm and detail a design idea Decide on key requirements, users, etc. Brainstorm ideas Detail on idea – sketch, storyboard, etc.

27 UNCC kiosk system Design an informational kiosk for UNCC campus. The kiosk will be located near bus stops and visitor parking garages on campus. The purpose is to provide useful information to both students and visitors about UNCC, such as maps and locations of building or events. The users are students, staff, and visitors to UNCC campus. Thus, the kiosk needs to be highly visible and easy to use, possibly by a number of people at once. Design the hardware and software of the kiosk, considering the functionality, usability and environmental constraints. Consider how the system will integrate into the existing ways of getting information about UNCC (physical maps, brochures, etc.)


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