Title: Design Quotes
1Design 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
2User Centered Design
3Design
- 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.
4Design
5Design
- 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.
6The 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
7Design
- To choose the best solution, you must have more
than one solution to choose from.
8The Historic Waterfall Model
- System feasibility
- Analysis
- Specifying functionality
- Design
- Implementation
- Coding and unit testing
- Integration and testing
- Operation and maintenance
9User 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.
10Design Cycle
Needs Analysis
User Task Analysis
Functional Analysis
Requirements Analysis
Set Usability Goals
Design
Prototype
Evaluate
11User Centered Design Cycle
- Needs analysis
- User and task analysis
- Functional analysis
- Technical requirements
- Set usability goals
- Design
- Prototype
- Evaluate
12Design 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
13Design 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.
14Design 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
15Design Cycle Technical Requirements Analysis
- Formal technical specs
- Flowchart
- Schematic
-
16Design 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
17Design Cycle Design
- Where the planning pays off
- Appearance
- Functionality
- Perceived affordance
18Design Cycle Prototype the Interaction
- Try it out
- Build the prototype
19Design Cycle Evaluate
- Get feedback on the prototype
- User-based, testing
- Expert-based
- Quantitative and qualitative measures
20Homework
- 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.
21In 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?