Title: Interaction design' Course book, parts 23
1Interaction design.Course book, parts 2-3
2Part II. People and technologies
3A seven-stage model of action (Norman)
Goal
Evaluation of interpretations
Intention to act
Interpreting the perception
Sequence of actions
Gulf of execution
Gulf of evaluation
Perceiving the state of the world
Execution of the sequence of actions
The world
4Mental models
- Cognitive representations (e.g, of our
understanding of a device) that we can run - Users model, designers model, system image, and
conceptual design - Features (Norman)
- incomplete, peoples ability to run them is
limited, unstable, do not have firm boundaries,
unscientific (superstitious behavior
sometimes), parsimonious (people prefer to
restart a device rather then recover from an
error)
5Memory and attention
- STM, LTM
- Recall vs recognition
- Closure
- Attracting attention
- Avoiding interruptions
6Part III. Activities and contexts of I(S)D
7Outline
- The process of interaction design
- Requirements
- Envisionment
- Prototyping and evaluation
8The process of interaction design (Part I, 2.7)
- Establishing needs and requirements
- Conceptual design
- Physical design
- Prototyping
- Evaluation
- (Implementation)
9Interaction design activities
Evaluation
Interaction design
Early prototype(s) Conceptual design
Advanced prototype(s) Physical design
Concept
Evaluation
Implementation
Needs and requirements
User studies
Deployment
Adoption
Problem
PRACTICE (real world)
10Requirements (outl.)
- About requirements
- Data collection techniques
- Requirement capturing and scenarios
11About requirements
- What are requirements?
- something the product must do or a quality that
the product must have (p. 21) - Requirement specification
- a formal document which contains the
requirements (p. 211) - Functional vs. Non-functional requirements
- MoSCoW rules
- Requirements and PD
12Data collection techniques
- Interviews
- use of scenarios and prototypes
- think aloud (?)
- contextual inquiry (pp. 453-457)
- practical considerations
- Questionnaires
- Cultural probes
- Focus groups
- Observations
- Artifact collection
13Requirement capturing and scenarios (ch. 8)
- Advantages of scenarios
- Types of scenarios
- user stories
- conceptual scenarios
- concrete scenarios
- use cases
- Documenting scenarios
- Scenario corpus
14Envisionment (outl.)
- What is envisionment?
- externalizing thoughts, making ideas visible (p.
233) - Metaphors
- Representations uses
- Representations types
- Design space analysis
- Steps of the envisionment process
15Representations uses
- Generation of new ideas
- Accurately expressing ideas
- Testing ideas
- Making predictions
16Representations types
- Scenarios
- Sketches and snapshots
- Storyboards
- Mood boards
- Navigation maps
17Design space analysis
- QOC
- Questions
- Options
- Criteria
18Steps of the envisionment process
- Review requirements and conceptual scenarios
- Develop represenations of your ideas
- (Experiment with different metaphors)
- Involve intended users throughout the processes
- (Explore design decisions)
- Reconsider requirements
19Prototyping and evaluation (outl.)
- Prototypes
- Lo-fi vs. hi-fi prototypes
- Hi-Fi advantages and disadvantages
- Conceptual vs. physical design
- Evaluation
- General
- Basic evaluation plan
- Expert evaluation
- User evaluation
20Why prototyping?
- Prototype
- A concrete but partial representation or
implementation of a system design (p. 253) - Interactive
- Makes it possible to involve people in evaluating
design idea
21Lo-fi vs. hi-fi prototypes
- Low fidelity
- Paper prototypes
- Hi fidelity
- Simulate the look and feel (if not functionality)
of the anticipated final product
22Hi-Fi advantages and disadvantages
- Convincing but may lead to premature commitments
- Help answer specific questions but expensive
- Increase validity of user test data but may
postpone testing - Enable continuous feedback but may discourage
radical change suggestions
23Conceptual vs. physical design (ch. 13)
- Conceptual design
- Creating an abstract description of the system
its logic, structure, functions, and content
but not how the structure and functions are to be
physically realized - Physical design
- Making concrete decisions about the allocations
of functions between people and artifacts, how
the artifacts will look and how they behave - Designers models, users models, system image
- Interaction patterns
24Evaluation
- Reviewing, trying out or testing a design, a
piece of software, or a product to discover
whether it is learnable, effective, and
accommodating for its intended user population
(p. 268) - Should be used starting from early stages of ID
- Formative vs summative
- A means of involving people
25Evaluation basic plan
- Establish aims
- Select methods
- Carry out expert reviews
- Plan user testing
- Recruit users and arrange testing
- Carry out user testing
- Analyze results
- (sometimes only ER or UT is used)
26Expert evaluation
- Heuristics
- Plan
- How many experts?
27User evaluation
- Intention (aim) Metrics PACT IMPACT
- Basic plan (minimal Cooperative Usability
Evaluation) (p. 280) - Data capture techniques
- Reporting the results