HCI Design - PowerPoint PPT Presentation

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HCI Design

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'Go east on Ponce, turn left just after Harry's in a Hurry, then go to the third set of lights' ... real meaning; it can't be arbitrary.' -- Frank Lloyd Wright ... – PowerPoint PPT presentation

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Title: HCI Design


1
HCI -- Design
  • Human-Centered Design
  • Mental Models
  • Design advice

2
History of HCI -- Bad Attitudes
  • Stage 1
  • Users are exclusively programmers
  • Catering to programmer needs is weak
  • Wastes resources
  • People who make mistakes should be smarter
  • However Mistakes are inevitable!
  • Allowing easy error recovery is cost efficient

3
Bad Design Attitudes
  • Reflected in other engineering areas
  • Car safety
  • Good drivers dont have accidents
  • Since accidents are the drivers fault, dont
    reward bad drivers
  • Dont design for safety
  • Design for the impossibly perfect user

4
Evolution of Bad Attitudes
  • Stage 2
  • Write the application first
  • Add the UI later
  • Stage 3
  • Users are other than programmers
  • The End User

5
Not-so-Bad Attitudes
  • Stage 4
  • Design UI and application together
  • The central concern is
  • What can the user understand
  • Avoid Technocentrism
  • Eg. Audience chooses ending to a story

6
Mental Models
  • Mental models are not always right
  • Two Classes
  • Functional model
  • Press the accelerator once, then turn the key
  • Structural model
  • Press the accelerator to engage the automatic
    choke on a carburetor

7
Another example...
  • Functional model
  • Go east on Ponce, turn left just after Harrys
    in a Hurry, then go to the third set of lights
  • Structural model
  • Go to Virginia Highland (with map)

8
Another example...
  • Functional model
  • Go east on Ponce, turn left just after Harrys
    in a Hurry, then go to the third set of lights
  • Structural model
  • Go to Virginia Highland (with map)

9
User-Centered Design
  • User-centered design process
  • Analysis of user needs
  • Prototype
  • Informal feedback
  • Iterate on design
  • Final application
  • Formal feedback

10
Analysis of User Needs
  • Techniques
  • Surveys
  • Card-sorting tasks
  • Interviews
  • Focus groups
  • Look at competing products
  • Ethnography
  • Participant observation

11
Prototyping
  • Storyboards
  • Paper simulations of application
  • Wizard of Oz experiment
  • Prototyping tools
  • Cheap!

12
Informal Feedback
  • Present prototype to users
  • Do a quick questionnaire
  • Observe the user struggle with your lousy design

13
Iterate on Design
  • Redesign system
  • in light of initial user impressions
  • pay attention to common complaints
  • Be prepared to abandon bad ideas!!
  • Its just an idea, not a measure of your worth!

14
Iterate on Design
  • Let me reiterate
  • Be prepared to...
  • Abandon bad ideas!!
  • Its just an idea, not a measure of your worth!

15
  • Abandon bad ideas!

16
Final Stages
  • Implement the product
  • Get formal feedback
  • You now have something concrete to show
  • Performance analysis
  • Testing
  • Look for bugs
  • Attention to detail
  • Good UI work is really picky

17
Final Stages
  • Playtesting
  • 100s of testers working for months
  • Full-time job
  • Looking to tune the games playability
  • Single-player scenarios
  • Somewhat subjective
  • Culturally laden

18
Design fixation
  • Keep an open mind
  • Dont get wedded to an idea
  • Dont let design review become about whose idea
    wins
  • Honor the truth. People come first.

19
Quotable Quotes Practice
  • The secret to having good ideas is to have many
    ideas -- Bill Buxton
  • Youve got 100,000 bad drawings inside you.
    Youre here at art school to get them out. --
    Chuck Jones
  • Design takes practice!!

20
Quotable Quotes
  • Where principle is put to work, not as a
    recipe or as a formula, there will always be
    style -- Le Corbusier
  • Every curve and line has to have real meaning
    it cant be arbitrary. -- Frank Lloyd Wright
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