Design Quotes

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Design Quotes

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Frank Lloyd Wright. Hemingway rewrote the ending to A Farewell to Arms 39 times. When asked about how he achieved his great works, he said, 'I write 99 pages of ... – PowerPoint PPT presentation

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Title: Design Quotes


1
Design Quotes
  • "The two most important tools an architect has
    are the eraser in the drawing room and the sledge
    hammer on the construction site."
  • Frank Lloyd Wright
  • Hemingway rewrote the ending to A Farewell to
    Arms 39 times. When asked about how he achieved
    his great works, he said, "I write 99 pages of
    crap for every one page of masterpiece." He has
    also been quoted as saying "the first draft of
    anything is shit."
  • "The physicist's greatest tool is his
    wastebasket."
  • Albert Einstein
  • "Rewrite and revise. Do not be afraid to seize
    what you have and cut it to ribbons Good
    writing means good revising."
  • Strunk and White, Elements of Style

2
User Centered Design
  • January 15, 2004

3
Design
  • Good design is good because of its
  • fitness to a particular user
  • fitness to a particular task
  • In general, you are not your user!
  • Our class will stress user centered design.

4
Design
  • Why is it important?

5
Design
  • Why is it important?
  • Design exists whether you think about it or not.
  • When you dont think about design, bad design
    will be the result.

6
The Design Process
  • When I was a computer science/philosophy student
    at CMU, I took a design project course to learn
    about all of this interface design stuff I'd
    heard about. The first day of class I arrived at
    the studio room, and found a man at a drawing
    table, sketching out different variations of the
    Walkman he was designing. I got close enough to
    see the large sketchpad and saw 30 or 40
    different variations that he had considered and
    put down on paper. I introduced myself, pleaded
    ignorance about design, and asked him why he
    needed to make so many sketches. He thought for a
    second, and then said, "I don't know what a good
    idea looks like until I've seen the bad ones.
  • By Scott Berkun

7
Design
  • To choose the best solution, you must have more
    than one solution to choose from.

8
The Historic Waterfall Model
  • System feasibility
  • Analysis
  • Specifying functionality
  • Design
  • Implementation
  • Coding and unit testing
  • Integration and testing
  • Operation and maintenance

9
User Centered Design Cycle
  • Composed of a series of steps like most design
    methodologies.
  • Developed to
  • give the design team maximum exposure to the
    users
  • feature specific measurement of usability.
  • Development is essentially iterative and
    self-correcting, and this model supports those
    aspects of design.

10
Design Cycle
Needs Analysis
User Task Analysis
Functional Analysis
Requirements Analysis
Set Usability Goals
Design
Prototype
Evaluate
11
User Centered Design Cycle
  • Needs analysis
  • User and task analysis
  • Functional analysis
  • Technical requirements
  • Set usability goals
  • Design
  • Prototype
  • Evaluate

12
Design Cycle Needs Analysis
  • Thumbnail sketch
  • Why is a new system/product needed?
  • Describe in one sentence or phrase
  • Basic user (audience) description
  • Benefit
  • Basic systems characteristics/capabilities

13
Design Cycle User and Task Analysis
  • Identifies
  • Characteristics of the potential user
    population(s), eg. demographics, domain
    knowledge.
  • Goals that the user wants to accomplish.
  • Tasks that the users perform.
  • May identify
  • Mental models.
  • Familiar metaphors.

14
Design Cycle Functional Analysis
  • Who does what?
  • Which system functions will accommodate which
    tasks ?
  • What part of the task is the human going to do?
  • What part of the task is the computer/device
    going to do?
  • Will there be manual tasks? Perhaps not
    everything should be automated

15
Design Cycle Technical Requirements Analysis
  • Formal technical specs
  • Flowchart
  • Schematic

16
Design Cycle Set Usability Goals
  • Metrics
  • Determine the quantifiable measures of how good
    is "good enough" e.g. task completion time, error
    rates, user preferences
  • Set these goals up front
  • Keep refining the system until you meet these
    goals

17
Design Cycle Design
  • Where the planning pays off
  • Appearance
  • Functionality
  • Perceived affordance

18
Design Cycle Prototype the Interaction
  • Try it out
  • Build the prototype

19
Design Cycle Evaluate
  • Get feedback on the prototype
  • User-based, testing
  • Expert-based
  • Quantitative and qualitative measures

20
Homework
  • For next class, look around your home and find an
    object that exemplifies good design and an object
    that exemplifies poor design.
  • Type up a one half page or report on each object.
    Critique the design from the perspective of the
    user. If appropriate use the terms introduced in
    class. If the design is poor, suggest
    improvements.
  • You may save it as a Word, RTF or ASCII text
    file. Bring the file to our next class.

21
In Class Assignment
  • Look at http//www.baddesigns.com/examples.html
  • Select one bad design you would like to present
    to the class or come up with your own example.
  • Write up your bad design (30 minutes) in a text
    document. Include
  • Your name
  • Your experience with the Internet
  • Your experience with Robotics
  • Your major (if you have one)
  • The bad design.
  • The URL of the bad design.
  • Why do you think this is poorly designed? Can you
    describe the problem using any of the terms
    discussed in class (perceived affordance, mental
    model, metaphor)
  • Can you suggest or improve on the suggested
    remedy for the poor design?
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