Title: HCI 17
1HCI 17 18
- Tom Moran interview
- User Centered Design
2Tom Moran on Design
- There are three types of design
- Custom design to meet a customers needs
- Generic design to create a generic product
- Technology exploration design to understand the
properties of technology this is played against
imaginary scenarios
3Tom Moran on HCI Design
- Its like an apprenticeship
- Obviously it includes
- Figure out what the real problem is
- Considering the user
- Considering the work environment
- Considering what you are trying to address or
redress
4Tom Moran on the Design Process
- Carefully consider the context of the design
- Consider the organizational structure within
which you are designing - Big design teams require management of the teams
focus - There are resource constraints to deal with
- People
- Money
- Deadlines
5HCI 17 Principles of UCD
- Design is a process
- It involves developing an artifact
- It involves different ways of representing the
artifact during the process to test
appropriateness - The representation for a particular stage of the
design process will vary depending on the needs
of the particular stage
6Understanding the requirements involves
- Looking at similar products
- Discussing the end users needs
- Examining existing systems to determine problems
with current designs - Producing various different representations of
proposed designs - Testing those and redesigning until a suitable
artifact is produced
7Representations
- Should be appropriate for the particular stage of
design - This implies that they will become more complex,
complete, detailed and realistic as the design
process proceeds - Generally it can proceed from sketches, to paper,
to models appropriate for wizard of oz testing,
to full mock-ups, to initial functional models,
to final models.
8Models and Representation
- Need to reflect the parts under consideration
- Must be appropriate for their intended audience
- Hand drawings for exploration of the problems
space - Engineering drawings for functional descriptions
- Physical 3D instantiations for marketing
- Working models for user testing
9Software system design models
- Waterfall model (seen earlier this semester)
- Assumes a fairly linear process
- Is modified to reflect iteration
- Depends on the vagaries of natural language
- Provides for checks between development stages
- Validation Check to make sure it conforms to
client requirements - Verification Checking to see that it does what
it claims - Supports keeping to a development schedule
10Software system design models (cont)
- Spiral model
- Takes into account iterative process
- Can be hard to manage
- Can be expensive
- W model
- Easier to manage
- Allows for only one prototype iteration
11Prototyping
- Prototyping systems support prototype development
- I use Squeak to prototype systems (you might
want to think twice before using Squeak in a
production system) - Helps deal with the problem of understanding the
system requirements
12Discussion of OMS example
- Utilized printed scenarios of use to work out
interaction - Scenarios were tested against designers,
management and users - User guides were developed and tested resulting
in 200 iterations on the interaction - Simulations of the system were built and tested
against the user groups
13Discussion of OMS example (cont)
- Data collection
- Tours of the site
- Demonstrations of the system during development
- Interviews of users and Olympic personnel
- Retained an ex-Olympian on the design team
- Informal hallway discussions with passers-by
- Try-to-destroy-it testing
- Try-to-hack-it testing
14Discussion of OMS example (cont)
- Resultant general design principles
- Early focus on users and their tasks
- Focus on users cognitive, attitudinal and social
characteristics - Measure user reactions using prototypes of the
different aspects of the system - Design iteratively
- Usability of all factors must evolve together and
under one control group
15Discussion of ATC example
- Evaluated the controllers task
- Build an initial system, install it in one
location and test it which uncovered usability
problems and resulted in a redesign. - Took redesign on travelling road show to get
local reaction to the design which resulted in
further redesign before final development
16Interaction design key factors
- The technology that carries the interaction
- People includes individuals and groups
- Work Analyze the tasks and consider constraits
(time, money, manpower, safety ) - Environment Workspace, organizational...
17Design space and your projects
- If you are working on or with an existing system,
then the design space is limited. - The design space is easily covered so the
challenge will be to generate a number of
different design alternatives - If you are creating a new product, the design
space is enormous. - The challenge becomes how to constrain the space
so that it can be covered by several (rather than
many) different design alternatives can be
generated
18HCI 18 HCI Methods
- Soft Systems Methodology (SSM)
- Cooperative design
- Participatory design
- Sociotechnical design
- Open Systems Task Analysis (OSTA)
- Multiview
19Soft Systems Methodology (SSM)
- Human actions take place within a wider context
- There is a need to understand the whole
human-computer system - SSM addresses this need
- Emphasizes understanding the situation in which
the perceived problem is thought to lie, not in
finding a solution to the problem
20SSM (cont)
- Stages 1 and 2 concentrate on obtaining a rich
description of the problem situation - Stakeholders are involved in meetings
- Different stakeholders hold different views of
the systems purpose, emphasize different aspects
of the same problem - These differences must be reconciled
21SSM (cont)
- Move from the real world to the abstract
- In Stage 3 a precise definition (root definition)
of the system is developed - This precise definition is used by Stage 4 to
produce conceptual models which are abstract
representations of the system - These abstract models should be free of real
world constraints
22SSM Stage 3 root definition describes
- Stage 3 root definition should cover all aspects
of the system - Clients (those who will benefit (suffer) from the
new system - Actors (those who are involved in the system)
- Frequently derive little from the new system
- Usually have to alter their work practices to
accommodate the system (little incentive!) - Transformation (purpose of the system)
23SSM Stage 3 root definition (cont)
- Weltanschauung (World view)
- Owners
- Environment
- Environmental constraints placed on the system
- CATWOE model
24SSM (cont)
- Step 5 moves back to the real world and
compares the conceptual model developed in Step 4
to the problem situation expressed in Step 2 - Feasible and desirable changes are exposed in
Step 6 - Step 7 is how to carry out those changes
25Cooperative design
- Involving the users in the design process
- Participatory design argues that the users
(actors in the SSM model) have the right to be
involved in the development of systems that
affect them - Sociotechnical design
- Focuses on developing complete and coherent
human-machine systems - Emphasizes consideration of both technological as
well as social alternatives to the problem - Open Systems Task Analysis (OSTA--gt )
26OSTA
- Provides a means of understanding the
transformation that occurs when a new system and
its artifacts are introduced into an existing
work enviornment - Emphasizes side by side development of
- Technical requirements
- Systems structure and functionality
- Social system requirements
- Usability and acceptability
27Cooperative design issues
- There must be an expert to guide the design
process - Requires what is perceived (by the designers) as
additional effort - Only applicable when the organizational and
political climate is suitable - Cost effectiveness issues require that management
be committed to the process - They are good descriptive methods but they dont
provide guidance to designers on how to involve
users
28Multiview
- More prescriptive (rather than descriptive) in
nature - Elements of sociotechnical and soft systems
approaches are embedded in this approach - Primary Task Model (PTM) describes the purpose of
the system, the stakeholders and the perspective
of the system owner. - Information analysis deals with conceptual
modeling and information flows and structure - (more--gt )
29Multiview (cont)
- Elements of sociotechnical and soft systems
approaches are embedded in this approach - Functional model involves task allocation in the
form of people tasks, role sets and computer task
requirements - After considering the people, the computer system
is designed
30Multiview (cont)
- Positive aspects of this approach
- Has explicit HCI design component
- Considers sociotechnical alternatives
- BEGINS analysis with human activities
- Includes entity relationship modeling and
dataflow modeling (more on this later) - Develops conceptual model before physical design
decisions are made
31Multiview (cont)
- Provides direction for system designers (unlike
other methods in this chapter) - Emphasizes setting the order of the activities
- Enables design to be done carefully and logically
32Star Life CycleAn HCI design approach
- De-emphasizes the ordering of activities
- Derived from observation of actual HCI
- Relies heavily on prototype and evaluation
- Stresses rapid prototyping and incremental
development of the final product - Activities are similar to the waterfall model
(prototyping, implementation, task analysis,
requirements, conceptual design but includes
evaluation
33Star Life Cycle (cont)
- Can be begun in any of the stages
- Any stage can be followed by any other
- Iterative and evolutionary in its approach to HCI
design - The conceptual model deals with what is required
- The physical design deals with how this is
achieved
34The End!