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Published byJessie Nicholson Modified over 9 years ago
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Deployment General requirements Theory of Use Design Concept Contextual Studies Task model Design space System specification ImplementationDeployment Evaluation
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Deployment Introduce the system into everyday life Depending on the system this might include: Downloading software from the web Purchasing software and hardware Introducing a new socio-technical system (e.g. a distance learning course) New technology and new activity
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Deployment issues Introduction process Marketing, advertising, sales, user initiation Documentation User support Changes to everyday activity
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Introduction process Includes: Product differentiation: how is your product different from other similar ones User initiation: important if it involves a new user experience, e.g. camera-phones Marketing: advertising, press coverage, websites Sales: online purchase, shop purchase, bundling
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Product differentiation Showing what is different and exciting about: the product the new activities that the product supports, see e.g. http://www.microsoft.com/windowsxp/tabletpc/evaluation/tours/# http://www.microsoft.com/windowsxp/tabletpc/evaluation/tours/# Can use scenarios or storyboards for advertising
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User initiation “Out of the box” experience The first 10 minutes of use are vital Can shape the user’s experience Could put the user off an entire range of products (e.g. videophones) Includes all elements of user’s experience: Expectations (based on advertising, press coverage) Packaging Physical shape and layout Initial power-up Initial interaction
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User initiation How does the packaging look? Professional? Well designed? Easy to open? How does the product look? Well designed? Easy to see how to get started? How quickly and easily can you perform a first satisfying activity? How quickly and easily can you perform a useful activity? Have you had to refer to documentation to get started? If so – was it easy to find and understand?
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Activity (20 minutes) Divide into two teams Each team has a box with a Sony Ericsson picturephone In each team: try to take a photo and send it to the other phone The winner is the first to send a photo to the other phone!
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Documentation Includes: Packaging (e.g. instructions on how to open the box, model, picture of product) Get started guide User guide Tutorial guide Technical manual Documentation for other stakeholders (e.g. trainers) Onscreen help Online help and support
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Documentation User don’t read manuals! Important to keep documentation minimal, simple and focused Where possible, use documentation in context (e.g. online help) Make documentation engaging (e.g. use of pictures) and informative Follow good practice in text and web page design (e.g. J. Hartley “Designing Instructional Text, Kogan Page, 1994)
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User support Starts before the user opens the box: When the user is first interested in the product or activity Can include technical specs, online demos, reviews Must start from user needs, rather than technical features E.g. “how do I send a picture to an email address?” not “advanced picture messaging services” Needs to be integrated Packaging, user guide, onscreen help, web-based help: must all speak the same language and support the user’s needs Making money out of user support Can be counter-productive: users frustrated and resentful, put off buying future products
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New technology, new activity Deploying a system invokes new activity distance learning system enables people to learn differently Picturephone enables people to communicate differently This new activity may cause problems or offer opportunities low motivation of distance learning students SMS messaging, leading to new products and services New cycle of socio-cognitive engineering
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Outcomes of Deployment phase Product and activity Documentation New user experience
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