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Feedback from Mid-term Evaluation What could better help you learn –Assignments Assignments are too vague (expectations are not clear) Unsure about depth and focus Would like sample deliverables –Discussion Too much time on student-led discussion—redundant More active facilitation Recap of challenge, surprise, lesson is redundant –Readings Single textbook might be better Readings don’t always correlate with assignments
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Feedback from Mid-term Evaluation Helping you learn –Discussions (student-led, facilitating) –Group work (exchanging ideas with teams, yet independent work) –Practical exercises and activities –Readings (varied and interesting) –Specific examples and real-life experiences –Handouts and materials
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Feedback from Mid-term Evaluation Conclusions –Discussions, assignments, activities, examples, experiences, group work, handouts and readings are helpful –Less time on redundant class discussion of required readings and recaps of group work –More specific instructions/expectations regarding the assignments –Sample deliverables –Tie readings to assignments
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Project Sharing Team discussions –Share results of your preliminary design work –Discuss your choice of methods and results Class-level discussion –Volunteers to share especially challenging or surprising insights –Lessons learned
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Peer Review Critique work –Requirements –Rationale –User-centeredness
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Discussion of Readings Insights from supplemental readings Facilitate class discussion of topics / ideas / themes garnered from the online discussion, related to assigned readings. –Discussion Leaders 1. Steve Messerer 2. Laurent Gherardi 3. Maren Costa
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Why the readings? Readings on the topic of Design –Snyder (2001). "Paper prototyping." –Cooper & Reimann (2003). Synthesizing good design: Principles and patterns –De Jong and Van Der Geest (2000). Characterizing web heuristics. –Van Duyne, Landay, & Hong, (2003). Making most of web design patterns –Adkisson (2002). "Identifying de-facto standards for e- commerce web sites," –Dumas and Redish (1999). Basing designs on expertise in HCI. –Mullet and Sano (1995). Visual Design: Elegance and Simplicity. –Spyradakis (2000). Guidelines for authoring comprehensible web pages and evaluating their success. –Van Duyne Landay, and Hong, (2003). Creating a navigation framework.
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Design Challenges –What challenges are you facing? –At this stage in design, what is puzzling you?
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Design Good design balances user goals, business goals and technical constraints People don’t start with a blank slate, they bring with them all of their experiences, their know-how and their understanding of how the world works
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Design Principles Help users better accomplish their goals and feel competent and confident while doing so Minimize work (logical, perceptual, mnemonic, physical) Three kinds of principles –Conceptual (what it is) –Interaction (behavior) –Interface (look and feel) Principles are not style guides
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Design Rationale Claims, warrants and grounds
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Create Rater List Page
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Design Imperatives Ethical –Do no harm: don’t make them feel stupid, cause confusion, encourage errors –Improve understanding, effectiveness, efficiency, communication Purposeful/Useful –Help users achieve their goals within their limitations and within context Pragmatic/Feasible –Help businesses achieve their goals within technical constraints –Mutual trust and respect between Design, Business and Engineering Elegant/Artful –Simplest complete solution –Accommodate cognition
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Design Patterns Captures –Essence of a problem –Rationale for a solution –How to apply the solution –Some of the trade-offs Embody design experience that the design community has developed and learned
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Design Patterns Capture the essence of a problem, the rationale for a solution, how to apply the solution and some of the trade-offs Embody design experience that the design community has developed and learned Optimal user interactions Interaction design patterns (3 levels) –Conceptual (Postural) –Structural (information display) –Behavioral (specific interactions) Context (antithesis: the pre-fab building)
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Design Strategies Design Strategies –Systemic Approach Big Picture, overall system, the entire problem and solution space –Framing the problem in a distinctive way Fundamental, creative, productive Basic view, take a step back, consider drivers behind the goals –First Principles Assume engaged in innovative design, rather than routine design Examples: –Load-path analysis (separate torque and bending loads) –UCD: user data, design principles, heuristics, visual design –Intangible Benefit The most significant driver: feel of the road, the right racing feel
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Prototyping Paper Prototyping –Purpose is to identify which parts of the interface are self- explanatory and which are confusing –Good for the fundamentals: Concepts & Terminology Navigation (and workflow; sequence of steps) Content (the right information; extra information?) Layout (can they find what they need?) Functionality (missing features? user’s don’t need or care about?) –Not ideal for: Technical feasibility (must work within constraints) Response time Scrolling Colors and Fonts Remote testing –Benefits Test before writing code Find out if you are on the right track Make fast changes Show interaction: behavior, expectations Avoid technical “glitches”
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Project Deliverable Proposal Prepare a proposed redesign of your product. Use a combination of words and images to represent your proposed redesign. Justify this design using both design principles discussed in class as well as the information you have about your users, their tasks, and the contexts for their tasks. Bring copies of the exercise to class (one copy for each member of the team, one copy for the instructor) and also post it to your design portfolio. Due next Thursday
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Project Deliverable Proposal Review of details for Deliverable 2 Grading Criteria –Professional Communication –Baseline Requirements Problem Description Solution Proposal Business Case (justification) –User-centered Rationale –Evidence Clear argument for moving forward Value of the redesign
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Looking back / Looking ahead Where we’ve been Topics – Readings and discussion –What is UCD? –Collecting and summarizing information about users, tasks and context? –Problem definition Project –Insights about users, tasks, and contextual issues –Actual data from observing real users –Problem definition –Resulting in… project proposal Where we’re going Redesign: –Represent design –Support and justify Readings: –On evaluation and guidelines Upcoming Exercises: –Heuristic Evaluation –Usability Study –Final Design Solution Issue Statement: A reminder 1. Tom Alphin 2. Gordon Kam 3. Lowell Vaughen
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