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SBD: Activity Design Chris North CS 3724: HCI
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Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE
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Summaries: stakeholder, task, and artifact analyses, general themes Root concept: vision, rationale, assumptions, stakeholders Problem scenarios: illustrate and put into context the tasks and themes discovered in the field studies Claims analysis: find and incorporate features of practice that have key implications for use Field studies: workplace observations, recordings, interviews, artifacts SBD and Requirements Analysis
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Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE Function- ality Look and feel
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Problem scenarios: work from current practice to build new ideas Activity design scenarios: transform current activities to use new design ideas SBD: Activity Design Transform old activities to new activities that use technology Focus on system “what” not “how” “conceptual design”, “task-level design” Focus on improvements Iterative Goal: work from problems and opportunities of problem domain to envision new activities
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Problem scenarios: work from current practice to build new Activity design scenarios: transform current activities to use new design ideas Claims analysis: identify, illustrate, and document design features with key implications Activity design space: brainstorm implications of metaphors and technology Problem claims: look for design ideas that address negatives, but keep positives HCI knowledge about activity design SBD: Activity Design +/-
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Designer’s Model User’s Mental Model Cashier Systematic, logical, comprehensive Ad hoc, informal, incomplete The Web Cart Metaphors bridge the gap
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Brainstorming Developed in response to “group think” Basic rules: Someone keeps list so everyone can see No idea is too wild No evaluation Silence does not mean “DONE” Fun and “light weight”
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Grocery Shopping? Soccer mom: Shopping cart: Shelves
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metaphors
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new scenario Online grocery? Soccer mom:
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Grocery Shopping? Soccer mom: Screaming kids Browsing strategy search strategy weekly repeats Shopping cart: + 1 slot for 1 kid + Pile stuff, big stuff underneath - >1 kid? - push Shelves + physical things + see lots of stuff - lots of walking
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metaphors Pizza delivery + stay home - no browsing Cookbook + meal oriented - customization? Vending machine Menu for search stuff + Automating retrieval - literacy?
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new scenario Online grocery? Soccer mom: Puts screaming kids outside Repeating purchases, template Search items quickly Linked recommendations: beer + diapers Browsing?
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The Morphological Box Identify dimensions of the design space Enumerate all possible solutions
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Grocery Shopping?
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Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE
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Execution Action plan System goal Last month’s budget... ? Interpretation Perception Making sense GULF OF EVALUATION GULF OF EXECUTION Stages of Action in HCI Information design Interaction design Human- computer interaction Task goal
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