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Project Sharing

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How are the available design principles similar to, and different from each other? ... What are sources of design principles available to UCD designers? ... – PowerPoint PPT presentation

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Title: Project Sharing


1
Project Sharing
  • Team discussions (15 minutes)
  • Share results of your work on the Project Scope
    Proposal
  • Discuss your choice of methods and results
  • Prepare for presentation
  • Class-level discussion (5 mins each)
  • Each spokesperson share
  • Background
  • Problem
  • Proposal
  • Lessons learned

2
Discussion of Readings
  • Insights from supplemental readings.
  • Facilitate class discussion of topics / ideas /
    themes garnered from the online discussion,
    related to assigned readings.
  • Discussion Leaders
  • 1. Marcia Peterson 2. Walt Campbell 3. Kevin
    Wick

3
Topic F Support for generating and refining
solutions
  • Driving Questions
  • What types of information can a UCD designer use
    to inform their design?
  • How are the available design principles similar
    to, and different from each other? What are the
    implications for their use (e.g., ease of use,
    credibility, results)? What are sources of
    design principles available to UCD designers?
    What challenges arise in using design principles?
  • What are design patterns and how can they help
    designers?
  • What is a paper prototype? What are the benefits
    of low fidelity prototypes?

4
Design
  • Good design balances user goals, business goals
    and technical constraints
  • People dont start with a blank slate, they bring
    with them all of their experiences, their
    know-how and their understanding of how the world
    works

5
Design Principles
  • Help users better accomplish their goals and feel
    competent and confident while doing so
  • Minimize work (logical, perceptual, mnemonic,
    physical)
  • Three kinds of principles
  • Conceptual (what it is)
  • Interaction (behavior)
  • Interface (look and feel)
  • Principles are not style guides

6
Design Imperatives
  • Ethical
  • Do no harm dont make them feel stupid, cause
    confusion, encourage errors
  • Improve understanding, effectiveness, efficiency,
    communication
  • Purposeful/Useful
  • Help users achieve their goals within their
    limitations and within context
  • Pragmatic/Feasible
  • Help businesses achieve their goals within
    technical constraints
  • Mutual trust and respect between Design, Business
    and Engineering
  • Elegant/Artful
  • Simplest complete solution
  • Accommodate cognition

7
Design Patterns
  • Capture the essence of a problem, the rationale
    for a solution, how to apply the solution and
    some of the trade-offs
  • Embody design experience that the design
    community has developed and learned

8
Design Patterns
  • Capture the essence of a problem, the rationale
    for a solution, how to apply the solution and
    some of the trade-offs
  • Embody design experience that the design
    community has developed and learned
  • Optimal user interactions
  • Interaction design patterns (3 levels)
  • Conceptual (Postural)
  • Structural (information display)
  • Example Cooper, page 94
  • Behavioral (specific interactions)
  • Context (antithesis the pre-fab building)

9
Design Strategies
  • Design Strategies
  • Systemic Approach
  • Big Picture, overall system, the entire problem
    and solution space
  • Framing the problem in a distinctive way
  • Fundamental, creative, productive
  • Basic view, take a step back, consider drivers
    behind the goals
  • First Principles
  • Assume engaged in innovative design, rather than
    routine design
  • Examples
  • Load-path analysis (separate torque and bending
    loads)
  • UCD user data, design principles, heuristics,
    visual design
  • Intangible Benefit
  • The most significant driver feel of the road,
    the right racing feel

10
Prototyping
  • Paper Prototyping
  • Purpose is to identify which parts of the
    interface are self-explanatory and which are
    confusing
  • Good for the fundamentals
  • Concepts Terminology
  • Navigation (and workflow sequence of steps)
  • Content (the right information extra
    information?)
  • Layout (can they find what they need?)
  • Functionality (missing features? users dont
    need or care about?)
  • Not ideal for
  • Technical feasibility (must work within
    constraints)
  • Response time
  • Scrolling
  • Colors and Fonts
  • Remote testing
  • Benefits
  • Test before writing code
  • Find out if you are on the right track
  • Make fast changes
  • Show interaction behavior, expectations

11
Project ExerciseDesign
  • Prepare a proposed redesign of your product.
  • Use a combination of words and images to
    represent your proposed redesign.
  • Justify this design using both design principles
    discussed in class as well as the information you
    have about your users, their tasks, and the
    contexts for their tasks.
  • Bring copies of the exercise to class (one copy
    for each member of the team, one copy for the
    instructor) and also post it to your design
    portfolio.
  • Due next Thursday

12
Looking back / Looking ahead
  • Where weve been
  • Topics Readings and discussion
  • What is UCD?
  • Collecting and summarizing information about
    users, tasks and context?
  • Problem definition
  • Project
  • Insights about users, tasks, and contextual
    issues
  • Actual data from observing real users
  • Problem definition
  • Resulting in project scope proposal
  • Where were going
  • Redesign
  • Represent design
  • Support and justify
  • Readings
  • On evaluation and guidelines
  • Upcoming Exercises
  • Heuristic Evaluation
  • Usability Study
  • Final Design Solution
  • Issue Statement A reminder
  • 1. Geoff Harrison 2. Alan Rosenthal 3. Darren
    Ellis
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