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Chapter 9 User-centered approaches to interaction design

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Inquiry has intention of designing a system, ethnography has no intent. Working Model ... Ethnography good method for studying users in natural surroundings ... – PowerPoint PPT presentation

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Title: Chapter 9 User-centered approaches to interaction design


1
Chapter 9User-centered approaches to interaction
design
  • By
  • Sarah Obenhaus
  • Ray Evans
  • Nate Lynch

2
Introduction
  • Some advantages of involving users
  • Main principles of user-centered approach
  • Ethnographic-based methods to understand users
    work
  • Design techniques that help users take active
    part in design

3
Why involve users?
  • Best way to ensure that users activities taken
    into account
  • Expectation management
  • Process that makes sure what user expects is
    realistic
  • Users will know what to expect-no surprises
  • Users less likely to be disappointed
  • Ownership
  • Users involved in design have a sense of
    ownership and will be more receptive

4
Degrees of Involvement
  • Co-opted full time
  • Consistent input
  • Could lose touch with user group
  • Co-opted part time
  • Consistent input with careful management
  • Remain in touch with user group
  • Newsletters, Workshops
  • Good solution for large amount of users

5
What if short on time?
  • Some argue that if the project is large scale and
    the time is short, users will be a waste of
    valuable time
  • Braiterman conducted 2 studies that prove
    otherwise
  • 3-week web shopping application
  • Use paper prototypes
  • 3-month gaming website
  • Observed 32 teenagers to gain insight

6
Too much of a good thing?
  • Heinbokel (1996) Users could make project have
    less flexibility and lower team effectiveness
  • Communication problems
  • Users want more sophisticated designs later in
    project
  • Users fears lead to less constructive
    participation
  • Users unpredictable and unsympathetic
  • Higher stress levels from higher aspirations

7
What is user-centered approach?
  • Real users and their goals should be the driving
    force behind design
  • Three principles
  • Early focus on user and their tasks
  • Empirical measurements
  • Iterative design

8
Early focus on user
  • Five principles that expand on this
  • Users goals are driving force
  • System designed to support users behavior
  • System designed for users characteristics
  • Users consulted from beginning to end, with their
    input taken seriously
  • Design decisions taken within context of users,
    their work, and environment

9
What is Ethnography?
  • writing the culture (Hammersley and Atkinson,
    1983)
  • Used to understand work
  • Observers sit in on users work environment and
    participate in daily activities
  • Experience is collected and documented

10
Ethnography and design
  • Three ways it is associated with design
  • Ethnography of
  • Studies of developers and workplace
  • Ethnography for
  • Studies of organizational work
  • Ethnography within
  • Integrated into methods for development

11
Ethnography continued
  • Design deals with abstraction, and ethnography
    deals with detail
  • Framework of ethnography for designers
  • Distributed co-ordination
  • Plans and procedures
  • Awareness of work
  • Could train developers to do studies

12
Coherence
  • Intended for integration of social analysis and
    object-oriented analysis
  • Present data from ethnographic studies through
  • viewpoints
  • concerns

13
Viewpoints
  • Focus question for each that guide observer
    through users workplace
  • Distributed coordination
  • Plans and procedures
  • Awareness of work
  • See figure 9.1 for some questions

14
Concerns
  • Paperwork and computer work
  • Plans and procedures awareness of work
  • Skill and use of local knowledge
  • workarounds
  • Spatial and temporal organization
  • Physical layout
  • Organization memory
  • Records and formal documents

15
Contextual Design
  • Structural approach to gathering info from field
  • Seven parts
  • Contextual Inquiry, Work Modeling, Consolidation,
    Work Redesign, User Environment Design, Mockup
    and Test with Customers, Putting into Practice

16
Contextual Inquiry
  • Approach to ethnographic study that follows
    apprenticeship model
  • designer works as apprentice to user
  • Typical format includes interview, observation,
    discussion, reconstruction
  • 4 main principles

17
4 principles of Inquiry
  • Context
  • Importance of going to workplace
  • Partnership
  • Developer and user should collaborate
  • Interpretation
  • Observations must be interpreted together by
    developer and user
  • Focus
  • What do you look for?

18
Contextual Inquiry v. Ethnography
  1. Contextual Inquiry shorter (2-3 hours)
  2. Inquiry interview more intense and focused
  3. Designer inquiring, not observing
  4. Inquiry has intention of designing a system,
    ethnography has no intent

19
Working Model
  • Five aspects of work modeled
  • Work flow model
  • Sequence model
  • Artifact model
  • Cultural model
  • Physical model

20
Interpretation Session
  • Session occurs after inquiry, work models
    produced at this time as team composes view of
    users work
  • Roles of team
  • Interviewer
  • Work modelers
  • Recorder
  • Moderator
  • Participants
  • Rat-hole watcher

21
Consolidate Models
  • Affinity diagram-organizes notes taken during
    session into hierarchy
  • Work flow identify key roles
  • Sequence structure of tasks/strategies
  • Artifact how people organize
  • Physical physical structure commonality
  • Cultural what matters to workers

22
Work Flow Model
23
Sequence Model
24
Artifact Model
25
Physical Model
26
Cultural Model
27
Design Room
  • Where all work models kept
  • All known about customers found here
  • Key element to contextual design

28
Participatory Design
  • Users actively involved in design as equal to
    design team
  • Cultural differences has been a problem
  • UTOPIA project
  • PICTIVE
  • CARD

29
PICTIVE
  • Plastic Interface for Collaborative Technology
    Initiatives through Video Exploration
  • Uses typical office supplies to design screen and
    window layouts
  • Group or one-on-one sessions of design

30
CARD
  • Collaborative Analysis of Requirements and Design
  • Uses playing cards with pictures of computers
    screens to study work flow options
  • Form of storyboarding

31
Review of techniques
  • Ethnography
  • Coherence
  • Contextual design
  • Participatory design

32
Key Points
  • Pros and cons of user involvement
  • User-centered approach requires much info about
    users
  • Ethnography good method for studying users in
    natural surroundings
  • Coherence-method that provides focus questions
  • Contextual design-method that provides models for
    gathering data
  • PICTIVE and CARD-participatory design techniques
    that empower user
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