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4. Interaction Design Overview

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Title: 4. Interaction Design Overview


1
4. Interaction Design Overview
  • 4.1. Ergonomics
  • 4.2. Designing complex interactive systems
  • 4.2.1. Situated design
  • 4.2.2. Collaborative design a multidisciplinary
    team effort
  • 4.3. Design activities
  • 4.3.1. Analysis
  • 4.3.2. Specification
  • 4.3.3. Evaluation
  • 4.4. Literature
  • 4.5. U.I.D a practical assignment

2
4.1. Ergonomics
  • Is about human-artifact interaction
  • how humans interact with artifacts, organizations
    (design of systems, procedures, organizations)
  • ergonomics and antropometrics
  • the classical ergonomics start with
    antropometrics
  • but to design complex systems it is important to
    consider the human information processing (and
    mental models)
  • we are going to design knowledge (what the user
    should understand, what it is relevant to the
    user)

3
4.2. Designing complex interactive systems
  • human-computer systems that feature in
    situations where people work in groups.
  • Work activities in these cases include
  • communication and coordination between people
  • actions of several persons on shared objects and
    in shared work spaces.
  • Work is not isolated it occurs in
  • a context of use
  • physical
  • conceptual
  • historical
  • and cultural.
  • Information technology, in this environment, is
    used by many partners for a variety of tasks.

4
Learning how to design complex interative systems
  • ?Learning how to choose which is the most
    appropriate technique to cope with a specific
    design problem in a specific design phase.
  • Design is a situated activity, that is to say
    that it cannot be planned and fully specified in
    advance.
  • Design is a collaborative activity a
    multidisciplinary activity

5
4.2.1. Situated Design
  • Complex interactive systems are strongly
    situated, and so is any actual design of them.
  • The only sensible way to proceed is to try to be
    aware of
  • the state of the art of techniques
  • applicability in actual design processes
  • restricted validity of this knowledge
  • ?designing interactive systems requires permanent
    awareness of the changing world and the changing
    map of sources of state of the art information
    (Van der Veer Mariani, 1997).

6
4.2.2. Collaborative Design
  • Different domain experts need to contribute with
    their own views on possible actions and options
    for specifications, as well as need to be open to
    consider those contributed by other disciplines.
  • DESIGN AS A MULTIDISCIPLINARY TEAM ACTIVITY

7
  • Complex systems design from our approach
    requires the education of designers, in respect
    on how to deal with
  • a variety of disciplines
  • a variety of viewpoints
  • and the continuous iteration between analysis,
    specification, and evaluation

8
Design as a multidisciplinary team activity
  • humanities
  • psychology
  • anthropology / ethnography (how cultures develop
    in the work situation)
  • engineering
  • hardware engineers
  • software engineers
  • architects
  • ergonomics
  • workplace design
  • organizational design
  • cognitive ergonomics
  • representations arts crafts
  • graphical design
  • typography
  • theater and cinematography (to direct attention
    to make sure the important thing is processed)
  • sound music, motion touch

9
4.3. Design as a process
  • Design activities
  • analysis
  • specification technical details
  • evaluation usability, easy of use,
    likeability...
  • Iterative design

10
A systematic design approach - DUTCHDesign for
Users and Tasks from Concepts to Handles
  • Design proces - index van cursus en boek
  • design activiteiten
  • bronnen
  • producten en modellen
  • analyse
  • specificatie
  • evaluatie

11
work organization/practice
ethnography
Task Model 1
Documents/artifacts
validity analysis
usersknowledge/behavior/needs
psychologicalknowledgeacquisition/ hermeneutics
problemanalysis/specification
specification/negotiation
Task Model 2
usabilitymeasuring
Client
constraints/opportunities
specification
feedback
early evaluation
Technology
Functionality
Scenario
Simulation
Dialog
early evaluation
maintainingconsistency
UVM
Prototype
Representation
As soon as the system is implemented
Implementation
12
4.3.1. Analysis of the complete work situation
  • task model 1
  • describing the current situation
  • task model 2
  • envisioning the future how the world would be
    after the design is implemented
  • ?TM1 and TM2 can be done using the same task
    modeling tool (GTA? EUTERPE)

TM1
TM2
UVM
13
  • When designing an innovative product, it is
    important to make sure the new product has some
  • ADDED VALUE
  • And only with a clear understanding of the
    CURRENT SITUATION you can look for possible
    improvements to create this added value

Providing new possibilities
Improving already existing possibilities
14
Modeling
  • The main purpose is to gather as much relevant
    knowledge as possible about the users and their
    tasks
  • people (users and user groups)
  • Specifying roles and their task-related
    attributes
  • work
  • Specifying tasks and a task structure, actions
    that relate to tasks, and protocols and
    strategies
  • situation
  • Specifying objects ("things" people manipulate
    performing tasks), the structure of objects
    (hierarchy and semantic relations between
    objects), and the situation where certain tasks
    are performed

15
4.3.2. Specification
  • details of technology
  • The User Virtual Machine aspects of the system
    that are directly relevant for a specific group
    of users.
  • the "user interface"
  • including conceptual aspects
  • dialogue
  • and representation
  • ?UVM can be modeled using the same task modeling
    tool (GTA? EUTERPE)

UVM
16
Specification(2)
  • functionality
  • specifying want the tool will do to the user
    strongly related to the task (the semantic level
    of Moran)
  • dialogue
  • how the user and the system will communicate
    commands? menu? (the syntactic level of Moran)
  • representation
  • how the system looks like (the key-stroke level
    of Moran)

17
4.3.3. Evaluation
  • as soon as you are making decisions
  • What should be evaluated?
  • task model 2
  • the UVM
  • How to represent this for client, prospective
    users and other stakeholders
  • Goals
  • detect problems
  • collect ideas and visions

UVM
18
4.4. Literature
  • Van der Veer, G. C. and Mariani, M. (1997).
    Teaching Design of Complex Interactive Systems
    Learning by Interacting. TeaDIS - Teaching Design
    of Interactive Systems, Schaerding, Austria, 20 -
    23 May 1997
  • http//www.cs.vu.nl/gerrit/gta/uid
  • UID Project Management
  • Task Analysis
  • Dialog design and Representation
  • Prototyping and Scenarios
  • Design Rationale
  • Evaluation
  • Tools
  • Journals, Conferences, Sites, Projects

19
4.5. UID - practical assignment
  • Design team
  • subteams specialists of different design aspects
    and methods
  • The team collaborates in an iteractive manner
  • Design process
  • Start an initial statement from a real client
  • End presentation of a complete design

20
UID - team structure
  • Management
  • task modeling
  • task model 1
  • task model 2
  • detail design
  • functionality and formalism
  • dialogue and formalism
  • screen design
  • scenario and prototyping representations build
    for evaluation
  • evaluation

21
Management group
  • Applying many different techniques, used by
    specialists from different disciplines, brings
    the need for a management structure (van der Veer
    Mariani, 1997).
  • Tasks
  • coordination and planning
  • resource management (group structure)
  • contact with client contract
  • documentation and reporting
  • collaboration with teachers in planning classes

22
task modeling group
  • collecting and modeling current task knowledge
  • task model 1
  • deciding and modeling future task world
  • task model 2
  • provide input for detail design
  • provide knowledge about user characteristics
  • work with scenario group and evaluation group
  • revise task model 2 upon request of these

23
detail design group
  • UVM all aspects of the system the user should be
    aware of during the interaction
  • Develop details of the UVM
  • functionality (incl. formalism)
  • dialogue (incl. formalism)
  • representation
  • Guidelines and style guides
  • provide input for scenario and prototyping
  • provide input for evaluation
  • iterate and improve based on results of these
  • feed-back to task analysis group

24
scenario and prototyping group
  • develop needed representations, simulations,
    mock-ups, and prototypes for evaluation
  • receive input from task analysis (TM2) and detail
    design

UVM
25
Evaluation group
  • evaluate specifications of task model 2 and
    detail design
  • based on representations developed by scenario
    and prototype group
  • for users as specified by task analysis group and
    for client
  • feed back to task model group and detail design
    group
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