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Human Computer Interaction G52HCI Dave Kirk Participatory Design User Evaluation.

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Presentation on theme: "Human Computer Interaction G52HCI Dave Kirk Participatory Design User Evaluation."— Presentation transcript:

1 Human Computer Interaction G52HCI Dave Kirk dsk@cs.nott.ac.uk Participatory Design User Evaluation

2 Human Computer Interaction G52HCI Question: What is the purpose of user evaluation in systems design?

3 Human Computer Interaction G52HCI Learning Outcomes A basic understanding of what Participatory Design or ‘PD’ is Particularly of PD approaches to active user involvement - From cardboard computers to software prototypes The relevance of PD to CW2 - CW2.1 1500 word report on design of a lo-fi prototype - 30% of overall course mark

4 Human Computer Interaction G52HCI Participatory Design Aims to actively involve users as members of the design team from the start of the design process Contrasts with experimental approaches where potential users are treated as passive subjects Why include users in the design team? - Because they are the experts in the ‘work’ activities the system is being designed to support - They can teach us a great deal about what the system should do then - PD is a mutual learning process

5 Human Computer Interaction G52HCI The Origins of PD Workplace Democracy in Scandinavia - Reaction to ‘deskilling’ brought about through widespread introduction of computers in the workplace Fostered ‘Collective Resources Approach’ (CRA) - Laws passed to involve unions and workers in design process - In practice little more than passing consultation More active forms of user participation explored and resulted in ‘learning by doing’ approach - Cooperative prototyping and analysis - Users actively involved in the design of computing systems - Users (i.e., clients, managers, and frontline workers)

6 Human Computer Interaction G52HCI Cooperative Prototyping Two key requirements - Understanding the current organization of work (which is where ethnography helps out) - Envisioning the future (which is where users help out) Methodology for envisioning the future - Iterative cooperative development of prototypes - Start with ‘quick and dirty’ prototypes and work up Developing quick and dirty prototypes - ‘Low tech’ or ‘low fidelity’ prototypes - ‘Rough sketches’ of a new system (rather than polished finished products), users fill in the gaps - This is your design task

7 Human Computer Interaction G52HCI Quick and Dirty Prototypes Rough sketches” = “mock ups” (?) - Mocking IT up Fast food

8 Human Computer Interaction G52HCI Mocking IT Up Solar System

9 Human Computer Interaction G52HCI Mocking IT Up Shopping Lists

10 Human Computer Interaction G52HCI Developing Mock Ups Translate study/requirements into a particular design (not yours) - Scenarios (descriptions of the various episodes that constitute ‘use’) - Storyboards (cartoon strips describing sequences of interaction making up ‘use’ episodes) - Use Cases (descriptions of the system’s responses to specific use scenarios and sequences of interaction) Build your mock ups - Make cardboard computers! (booths, shells, signs, displays, etc.) - Implement basic functionality (use laptops, powerpoint slides, webpages, etc.) Evaluate your mock ups - Set the scene (role playing) - Get users to get their hands on the mock up (don’t just demonstrate, let them use it) - Document their experience and views

11 Human Computer Interaction G52HCI Supporting Methods (1) Scenarios - Descriptions of the various episodes that constitute ‘use’ from the users’ point of view - May be ‘current’ (and draw on ethnography) or ‘future’ (and be developed with users) Scenarios specify the use context, user goals, activities involved in achieving them, and the role of artifacts, tools, and other resources hiifiivetube ‘Electric eels’, YouTube PirateAnna’s ‘HCI Prototype’, YouTube

12 Human Computer Interaction G52HCI Supporting Methods (2) Storyboards (also current and future, and can be developed with users) - Descriptions of the sequences of interaction making up episodes of ‘use’ - Derived from the movies, where scripts are first visualized using drawings - Resources - see the rest of the video for practical tips on making storyboards in PowerPoint - Also, Martin Hardee’s online resources: http://www.designcomics.org/ luderec, ‘PLAY - concept storyboard’, YouTubemhardee, ‘Building a Design Comic Storyboard’, YouTube

13 Human Computer Interaction G52HCI Supporting Methods (3) Use cases (created by designers, for designers) - Descriptions of the system’s responses to specific use scenarios and sequences of interaction rmb1905, ‘3.03 A Use Case Diagram for an ATM’, YouTube - Resources (Writing Effective Use Case Examples), http://www.gatherspace.com/static/use_case_example.html

14 Human Computer Interaction G52HCI Supporting Methods (4) Cardboard computers - Paper prototyping Resources (Paper Prototyping Graphics), http://www.infodesign.com.au/usabilityresources/paperprototypinggraphics channy, ‘Hanmail Paper Prototype’, YouTube

15 Human Computer Interaction G52HCI Supporting Methods (5) Lo-Fi mockups - PowerPoint Resources (PowerPoint Pallet), http://www.krisjordan.com/category/ux-design/ KrisJordanDotCom, ‘10 Minute Mock Prototyping’, YouTube

16 Human Computer Interaction G52HCI Doing It Yourself 3.2 Document their experience and views (out of scope) - Record interaction (audio, video, interview, questionnaire) - Analyse interaction (sense, relevance, appropriation) - Identify changes and improvements (new iteration of prototype) 3. Make your own mock up and evaluate it - You are going to do it through ‘evaluation panels’ (Steve will tell you more later) 3.1 If you were doing this for real though you would: - Present your mock ups to a group of potential users - Set the use scene (role playing) - Get users to get their hands on the mock ups (don’t just demonstrate, let them use it) - You should consider these points when doing your evaluation

17 Human Computer Interaction G52HCI Who Else Uses PD? A wide range of industrial labs, including - IBM, Microsoft, HP, Xerox Why do they use PD? - Because it helps them understand user needs, certainly - But also because it is economical and helps avoid making expensive mistakes in the process Making paper prototypes and lo-fi mockups is quick and they can be changed quickly as well Participatory techniques are broadly accepted and practiced - It is important to remember, however, that they are participatory - They aren’t just cheap and effective ways of developing ideas, but of involving users - the real experts in human activity - in design

18 Human Computer Interaction G52HCI Reading Greenbaum, J. & Kyng, M. (eds.) (1991) Design at Work: Cooperative Design of Computer Systems. Hillsdale, New Jersey: Lawrence Erlbaum Associates. Mogensen, P. (1994) Challenging Practice: An Approach to Cooperative Analysis, Ph.D. Thesis, DAIMI PB - 465, Aarhus University, Denmark: Department of Computer Science: http://www.daimi.au.dk/publications/PB/465/PB-465.pdf Some practical tips for user evaluation sessions: http://www.infodesign.com.au/usabilityresources/participatorydesign


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