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HCI 17

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Custom design to meet a customer's needs. Generic design to create a generic product. Technology exploration design to understand the properties of technology... – PowerPoint PPT presentation

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Title: HCI 17


1
HCI 17 18
  • Tom Moran interview
  • User Centered Design

2
Tom 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

3
Tom 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

4
Tom 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

5
HCI 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

6
Understanding 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

7
Representations
  • 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.

8
Models 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

9
Software 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

10
Software 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

11
Prototyping
  • 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

12
Discussion 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

13
Discussion 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

14
Discussion 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

15
Discussion 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

16
Interaction 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...

17
Design 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

18
HCI 18 HCI Methods
  • Soft Systems Methodology (SSM)
  • Cooperative design
  • Participatory design
  • Sociotechnical design
  • Open Systems Task Analysis (OSTA)
  • Multiview

19
Soft 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

20
SSM (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

21
SSM (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

22
SSM 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)

23
SSM Stage 3 root definition (cont)
  • Weltanschauung (World view)
  • Owners
  • Environment
  • Environmental constraints placed on the system
  • CATWOE model

24
SSM (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

25
Cooperative 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 )

26
OSTA
  • 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

27
Cooperative 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

28
Multiview
  • 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 )

29
Multiview (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

30
Multiview (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

31
Multiview (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

32
Star 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

33
Star 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

34
The End!
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