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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 1 Informatics 121 Software Design I Lecture 10 Duplication of course material for any commercial purpose without the explicit written permission of the professor is prohibited.
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 2 Today’s lecture Design methods Feature comparison Contextual inquiry (light) Design studio 3
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 3 Design cycle analyzeevaluate synthesize goals constraints assumptions decisions ideas
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 4 Realistic design process satisfactory experience plan for realization change in the world what is it to accomplish? how does one interact with it? what is its conceptual core? what are its implementation details?
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 5 Realistic design process satisfactory experience plan for realization change in the world what is it to accomplish? how does one interact with it? what is its conceptual core? what are its implementation details? What happens here?
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 6 Realistic design process satisfactory experience plan for realization change in the world what is it to accomplish? how does one interact with it? what is its conceptual core? what are its implementation details? Or here?
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 7 Design method A self-contained, structured technique that guides a designer in advancing some aspect of the design project at hand Serves as a bridge from the overall process of design to actual individual and collaborative design work
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 8 Origin
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 9 Today
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 10 Example
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 11 Example
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 12 Example
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 13 Example
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 14 Characteristics of design methods Each design method suits a specific purpose with respect to the design cycle and overall design project Each design method expects a certain context for it to lead to optimal results Applying just one design method rarely suffices (but still may help)
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 15 Example – decision making
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 16 Example – unearthing assumptions
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 17 Example – generating ideas
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 18 Example – identifying goals
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 19 Choosing design methods to apply Focus on essence Focus on the unknown Focus on making progress
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 20 Focus on essence Every design problem has an essence, the key – and often most difficult – part that must be understood and addressed ‘right’ for the design solution (plan for change in the world) to satisfy the stakeholders Postponing understanding and addressing the essence of a design problem incurs a significant risk of rework at a later time
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 21 Focus on the unknown Every design problem involves knowledge deficiencies – gaps in the understanding of the design problem and its possible solutions – that must be addressed for the design solution (plan for change in the world) to satisfy the stakeholders Postponing understanding and addressing knowledge deficiencies incurs a significant risk of rework at a later time
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 22 Focus on making progress Every design problem involves times during which the design project gets stuck; focusing effort elsewhere and continuing to make progress is often the right approach in response Continuing to focus on a stuck issue for extended periods of time tends to be effort that is wasted
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 23 Software design methods Application design Interaction design Architecture design Implementation design Analysis competitive testing contextual inquiry feature comparison stakeholder analysis task analysis critical incident technique interaction logging personas scenarios framework assessment model-driven engineering quality-function- deployment reverse engineering world modeling release planning summarization test-driven design visualization Synthesis affinity diagramming concept mapping mind mapping morphological chart design/making participatory design prototyping storyboarding architectural styles generative programming component reuse decomposition pair programming refactoring search software patterns Evaluation requirements review role playing wizard of oz cognitive walkthrough evaluative research heuristic evaluation think-aloud protocol formal verification simulation weighted objectives correctness proofs inspections/reviews parallel deployment testing
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 24 Software design methods Application design Interaction design Architecture design Implementation design Analysis competitive testing contextual inquiry feature comparison stakeholder analysis task analysis critical incident technique interaction logging personas scenarios framework assessment model-driven engineering quality-function- deployment reverse engineering world modeling release planning summarization test-driven design visualization Synthesis affinity diagramming concept mapping mind mapping morphological chart design/making participatory design prototyping storyboarding architectural styles generative programming component reuse decomposition pair programming refactoring search software patterns Evaluation requirements review role playing wizard of oz cognitive walkthrough evaluative research heuristic evaluation think-aloud protocol formal verification simulation weighted objectives correctness proofs inspections/reviews parallel deployment testing
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 25 Feature comparison Feature comparison is the process of conducting research to learn about the features of competing products Tesla Model SToyota PriusVolkswagen Beetle
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 26 Procedure Identify competitors and their products Establish dimensions for comparison Conduct research Analyze results
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 27 Example: identify competitors and their products Tesla Model SToyota PriusVolkswagen Beetle
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 28 Example: establish dimensions for comparison Type of engine Miles per gallon Range on a single refuel/recharge Number of passengers Number of doors …
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 29 Example: conduct research Request brochures Visit manufacturer web site Visit independent review web site (e.g., J.D. Powers) Visit car dealers Ask friends …
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 30 Example: analyze results Tesla Model SToyota PriusVolkswagen Beetle Type of engine Fully electricHybridGasoline Miles per gallon 895032 Range on a single refuel/recharge 300540594 Number of passengers 754 Number of doors 444 … ………
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 31 Example: analyze results A fully electric vehicle reduces the driving range significantly A hybrid car may represent an appropriate tradeoff between driving range and fuel efficiency Four doors is standard Tesla Model S, except for its driving range, is (tied for) best in all categories, and therefore perhaps our main competitor …
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 32 Typical notation: comparison matrix Tesla Model SToyota PriusVolkswagen Beetle Type of engine Fully electricHybridGasoline Miles per gallon 895032 Range on a single refuel/recharge 300540594 Number of passengers 754 Number of doors 444 … …...
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 33 Alternative notation: radar chart
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 34 Criteria for successful use Direct or indirect access to the specifications of the competing products Creation of a meaningful set of dimensions for comparison Appropriate depth of analysis
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 35 Strengths and weaknesses Strengths Helps identify key competitors Creates a detailed account of competing products Builds an understanding of the full landscape as it exists today – range of feature sets – differentiation – best practices Lightweight design method Weaknesses Focuses on the present, not what competing products might look like in the (near) future Reinforces existing boundaries, perhaps stifling creativity Lightweight design method
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 36 Contextual inquiry (light) Contextual inquiry is the process of observing and interviewing a user in context – while they are engaged in the actual setting of life
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 37 Procedure Plan Identify users Visit and inquire
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 38 Example: plan Decide, beforehand, the purpose of the contextual inquiry – what type of information – which type of setting – which type of users
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 39 Example: identify users Draw an advertisement in the newspaper Social media recruiting Ask client for access to representative users Use an external recruitment service to target particular (typically representative) demographics
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 40 Example: visit and inquire Two-to-three hour visit Master-apprentice model – observer takes note of what the user does – user shares their thoughts on the work they perform – observer inquires why the user does what they do – observer takes notes Ideally, a contextual inquiry becomes a rich conversation – shared stories and insights – clarified interpretations
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 41 Example (insufficient inquiry, bias) http://youtu.be/o1sswVMmSO4
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 42 Example (too much inquiry) http://youtu.be/Gd5fA9UQDjE
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 43 Typical notation: notes
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 44 Criteria for successful use Access to the ‘right’ users involved in the ‘right’ activities Extensive sharing Ability to expand inquiry A strong focus on why (why not)
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 45 Strengths and weaknesses Strengths Reveals underlying and often invisible work structure – flows, tasks, artifacts, physical environment, culture, … Involves actual users Exposes rationale Can challenge assumptions held by the designer Not as involved as a full ethnography, but can still yield very usable insights and results Weaknesses Users may not know the answers to the important questions Steeped in current practices, perhaps stifling creativity Observer bias Lessons that can be learned depend strongly on the activities being performed by the user Stops short of analysis
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 46 Variants Contextual design Questionnaire Ethnography Interview
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 47 Design studio 3 Venture capitalist V has come to UC Irvine, seeking to upstage the online note taking world The venture capitalist knows that, rather than through her proposing the kind of app she wants, she is better served by running this as a competition and getting a broad range of ideas from which she then can choose V is particularly interested in forward thinking apps; apps that will really make a difference 2-5 years from now
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 48 Design studio 3 Your team is tasked with designing a novel note taking, sharing, and organizing app that explicitly aims to upstage existing apps in this space
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 49 Design studio 3 – assignment Research existing note taking apps, what they can and cannot do, what kinds of functionality they provide and not, and where the holes and opportunities in this kind of app landscape are Talk to at least 20 different people for whom a new app might be beneficial, and learn from them what they might and might not want
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Department of Informatics, UC Irvine SDCL Collaboration Laboratory Software Design and sdcl.ics.uci.edu 50 Design studio 3 – assignment Two deliverables – a written document with your findings – a 10 minute presentation summarizing your findings This is a team assignment (with upcoming team evaluations) Due Tuesday November 19
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