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Z556 Systems Analysis & Design Session 10 ILS Z556 1
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Creating a Vision (Solution) Visioning: Encourages you to think more systemically about your redesign Is both a “grounded brainstorm” and storytelling session A method to lead groups in future scenario building ILS Z556 2
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Creating a Common Direction How do you choose among multiple visions? Instead of choosing, synthesize a new solution Create a better solution by Identifying elements that work Recombining them to preserve the best parts Extending them to address more of the work and overcome any defects ILS Z556 3
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Evaluation and Integration Identify the core parts of each vision that you don’t want to lose Think how to combine them If two visions support the work well, choose the simpler or the easier to implement Choose the ones that are supported by data or test both ILS Z556 4
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Process & Organization Design The business structure may have to change to adopt a new way of working, e.g., ??? Consider using a catch phrase E.g., Toyota’s vision ILS Z556 5
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Storyboards A vision describes what the new work practice will be The vision in storyboards will show how the system works Each frame in the storyboard captures a single scene, i.e., an interaction between two people, a person and the system, a person and an artifact, or a system step ILS Z556 6
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Storyboard Example ILS Z556 7
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Storyboard Example ILS Z556 8
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Redesigning Work Understand the structure of work as it exists & issues implicit in the work Become knowledgeable about possibilities for redesign Vision a new world Work out specifics in storyboards ILS Z556 9
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Next Step The vision & storyboards A system design ILS Z556 10
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Usability ILS Z556 11
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The Difficulty of Communicating a Design Presenting a demo Hard to envision new work practice in the presence of the new system Requirements specifications Text-oriented Work models Hard for customers to understand the work models ??? ILS Z556 12
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The Difficulty of Communicating a Design Customers need not just an artifact but an event, a process that will allow them to live out their own work in the new system and articulate the issues they identify (c.f., participatory design) ILS Z556 13
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Including Customers in the Design Process We want to co-design the system with the users 3 obstacles: No one articulates their own work practices Users have not spent time studying all of the proposed system use Users aren’t technologists ILS Z556 14
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Including Customers in the Design Process The challenge for design is to include users in the process to iterate, refine, and extend the initial design concept The starting point is an initial design concept an initial prototype ILS Z556 15
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The Question of Design (Buxton, 2007) Design “goes beyond the object and cannot be thought of independent of the larger physical, emotional, social, and experiential ecology within which it exists” (p. 97) ILS Z556 16
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Designing the Connected Everyday (Giaccardi, 2015) ILS Z556 17
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Designing the Connected Everyday (Giaccardi, 2015) Commensurate in the connected everyday: Proportionate, appropriate, consensual 1 st Pillar: materials Invite, suggest, facilitate, and collaborate w/ the unfolding of our activities 2 nd pillar: practice Situated-ness 3 rd pillar: constellations Objects, practices, and values mutually influence and constitute each other ILS Z556 18
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Designing the Connected Everyday (Giaccardi, 2015) 1 st principle: create a rich texture of material experiences 2 nd principle: Ground flows in the practices of everyday life 3 rd principle: arrange practices in ways that are open ended. ILS Z556 19
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Exeprience Design vs. Interface Design (Buxton, 2007) OrangeX Manual Juicer Mighty OJ Manual Juicer ILS Z556 20
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Exeprience Design vs. Interface Design (Buxton, 2007) OrangeX Manual Juicer Mighty OJ Manual Juicer ILS Z556 21 Usability has nothing to do with their differences!
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The Dynamics of the Design Funnel (Buxton, 2007, Fig 51, p. 138) ILS Z556 22
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Interacting with Paper (Buxton, 2007) ILS Z556 23 http://www.snyderconsulting.net/article_paperprototyping.htm http://www.nngroup.com/reports/prototyping/video_stills.html
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Interactive Paper Interfaces (Buxton, 2007) ILS Z556 24 http://www.gdoss.com/images/lmf_paper_prototype.gif
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Interacting with Paper (Buxton, 2007) The role of design is to find the best design ILS Z556 25
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Interacting with Paper (Buxton, 2007) The role of usability engineering is to help make that design the best ILS Z556 26
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Interacting with Paper (Buxton, 2007) What other important points in this chapter by Buxton? ILS Z556 27
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Using Paper Prototypes to Drive Design Prototypes: are not a demo are prop in a contextual interview enable the user to play out the experience of living with the new system act as a language for communicating between user and designer ILS Z556 28
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Using Paper Prototypes to Drive Design To look at structure, the first prototypes are paper Paper prototypes are easy to change Working through a prototype of a new system and discussing the interaction of the system with the work reveals issues that would otherwise remain invisible ILS Z556 29
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Prototyping as a Communication Tool The prototyping process not only brings the users into the design process, but it changes the design process itself Paper prototyping reduces the cost of getting data so low that the team can demand on having it ILS Z556 30
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Discussion What Is Usability Testing? To get feedback from users about the usability of a product. To get feedback from users about the usability of a product. What kind of usability testing experience do you have? ILS Z556 31
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Real Users Testers must be people who currently use or will use the product in the future “If the participants in the usability test do not represent the real users, you are not seeing what will happen when the product gets to the real users” ILS Z556 32
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Doing Real Tasks “The tasks that you have users do in the test must be ones that they will do with the product on their jobs or in their homes” “The tasks that you include in a test should relate to your goals and concerns and have a high probability of uncovering a usability problem” ILS Z556 33
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Observing & Recording Test one person at a time You record both performance and comments Measure: learning time, time to perform, errors, ease of remembering and amount remembered, subjective measures Ask the participant for opinions about the product Usability testing is NOT focus groups, surveys, or beta testing ILS Z556 34
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Guideline for Usability Testing Develop a prototype of a system List several tasks that users should be able to accomplish with the system Make a list of potential usability testers Plan for data collection Schedule the test Listen and observe think-aloud, video-taping ILS Z556 35 User Experience Professionals’ Association: http://www.uxpa.org/http://www.uxpa.org/
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Feedback Session (HWW Ch 13) Do not have too much attachment to your ideas Open to your users/clients’ ideas The goal is co-design Provide ownership to the users Develop the ideas that would work ILS Z556 36
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Group Project Activity With fellow team project members, come up with the strategies for usability testing/client feedback session ILS Z556 37
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