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Interaktionsdesign processen

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Title: Interaktionsdesign processen


1
Interaktionsdesign Efteråret 2007 Lektion
3
  • Interaktionsdesign-processen

Tomas Sokoler
2
Dagens menu
  • Lidt om tørsvømning
  • Fra helikopteren Om interaktions Design
  • På jorden Kapitel 9 Sharp (om IAD processen)
  • Tilbage i helikopteren Om interaktionsdesign og
    problem løsning

3
En lidt tør omgang
  • Om tør svømning
  • Ser svømning let eller svært ud ?
  • Det virker vanvittig kompliceret !
  • Det virker vanvittig simpelt!
  • Appetitvækker
  • Overblik / Forberedelse på hvad der skal komme
  • OBS! Der findes ingen endegyldig opskrift på det
    at interaktions designe!

4
Dagens menu
  • Om tørsvømning
  • Fra helikopteren Om interaktions Design
  • På jorden Kapitel 9 Sharp (om IAD processen)
  • Tilbage i helikopteren Om interaktionsdesign og
    problem løsning

5
Fra Helikopteren Om Interaktions Design
  • De fire forslag til definition
  • Designing interactive products to support the way
    people communicate and interact in their everyday
    and working lives
  • Sharp,
    Rogers and Preece (2007, xvii)
  • Interaction design is about creating user
    experiences that enhance and augment the way
    people work, communicate, and interact.

  • Sharp, Rogers and Preece (20079)
  • The design of spaces for human communication and
    interaction

  • Winograd (1997)
  • Shaping our everyday life through digital
    artefacts for work, for play, for entertainment

    Gillian Cramptomn Smith (2007)

6
Fra HelikopterenOm Interaktions Design
Lidt firkantet sagt!
Hvordan verden er
Hvordan verden kunne/burde være
Forandre og Bevæge Intervention Intention Ideale
r
7
En konstant pendling.
  • Interaktions Design processen som en konstant
    pendling mellem det der er og det der kunne/burde
    være
  • Kursets 3 parallelle spor
  • Metoder til at finde ud af hvordan verden er
  • Metoder til at finde ud af hvad der kan og bør
    være
  • Idealer og visioner for samspillet mellem
    mennesker og interaktive produkter

8
Dagens menu
  • Om tørsvømning
  • Fra helikopteren Om interaktions Design
  • På jorden Kapitel 9 Sharp (om IAD processen)
  • Tilbage i helikopteren Om interaktionsdesign og
    problem løsning

9
Sharp Kapitel 9
  • A simple interaction design model
  • What is involved in Interaction Design?
  • Some practical issues
  • Lifecycle models (revisited)

10
A simple interaction design model
Iterative Characterized by or involving
repetition, recurrence, reiteration, or
repetitiousness. The American Heritage
Dictionary of the English Language
Four basic activities in Interaction Design
1. Identifying needs and establishing
requirements 2. Developing alternative designs 3.
Building interactive versions of the designs 4.
Evaluating designs
11
Udforskning af løsningsforslag
Sagt lidt trekantet
Løsningsforslag
Divergens
Konvergens
t
  • Divergens - generere mange alternative forslag
  • Konvergens - kombinere og/eller udvælge de mest
    lovende

12
Sharp Kapitel 9
  • A simple interaction design model
  • What is involved in Interaction Design?
  • Some practical issues
  • Lifecycle models (revisited)

13
Sharp Kapitel 9
  • What is involved in Interaction Design?
  • Importance of involving users
  • Degrees of user involvement
  • What is a user-centered approach?

14
What is involved in Interaction Design?
  • It is a process
  • a goal-directed problem solving activity
    informed by intended use, target domain,
    materials, cost, and feasibility
  • a creative activity
  • a decision-making activity to balance trade-offs

15
What is a user-centered approach?
  • User-centered approach is based on
  • Early focus on users and tasksdirectly studying
    cognitive, behavioral, anthropomorphic
    attitudinal characteristics
  • Empirical measurementusers reactions and
    performance to scenarios, manuals, simulations
    prototypes are observed, recorded and analysed
  • Iterative designwhen problems are found in user
    testing, fix them and carry out more tests

  • (Gould Lewis 1985)

16
Importance of involving users
  • Expectation management
  • Realistic expectations
  • No surprises, no disappointments
  • Timely training
  • Communication, but no hype
  • Ownership
  • Make the users active stakeholders
  • More likely to forgive or accept problems

17
Degrees of user involvement
  • Member of the design team
  • Full time constant input, but lose touch with
    users
  • Part time patchy input, and very stressful
  • Short term inconsistent across project life
  • Long term consistent, but lose touch with users
  • Newsletters and other dissemination devices
  • Reach wider selection of users
  • Need communication both ways
  • Combination of these approaches

18
Sharp Kapitel 9
  • What is involved in Interaction Design?
  • Some practical issues
  • Lifecycle models

19
Some practical issues
  • Who are the users?
  • What are needs?
  • Where do alternatives come from?
  • How do you choose among alternatives?

20
Who are the users/stakeholders?
  • Not as obvious as you think
  • those who interact directly with the product
  • those who manage direct users
  • those who receive output from the product
  • those who make the purchasing decision
  • those who use competitors products
  • Three categories of user (Eason, 1987)
  • primary frequent hands-on
  • secondary occasional or via someone else
  • tertiary affected by its introduction, or
    will influence its purchase

21
Who are the stakeholders?
Check-out operators
Suppliers Local shop owners
Customers
Managers and owners
22
What are the users capabilities?
  • Humans vary in many dimensions
  • size of hands may affect the size and
    positioning of input buttons
  • motor abilities may affect the suitability of
    certain input and output devices
  • height if designing a physical kiosk
  • strength - a childs toy requires little
    strength to operate, but greater strength to
    change batteries
  • disabilities(e.g. sight, hearing, dexterity)

23
What are needs?
  • Users rarely know what is possible
  • Users cant tell you what they need to help
    them achieve their goals
  • Instead, look at existing tasks
  • their context
  • what information do they require?
  • who collaborates to achieve the task?
  • why is the task achieved the way it is?
  • Envisioned tasks
  • can be rooted in existing behaviour
  • can be described as future scenarios

24
Where do alternatives come from?
  • Humans stick to what they know works
  • But considering alternatives is important to
    break out of the box
  • Designers are trained to consider alternatives,
    software people generally are not
  • How do you generate alternatives?
  • Flair and creativity research and synthesis
  • Seek inspiration look at similar products or
    look at very different products

25
IDEO TechBox
  • Library, database, website - all-in-one
  • Contains physical gizmos for inspiration

From www.ideo.com/
26
IDEO TechBox
27
How do you choose among alternatives?
  • Evaluation with users or with peers, e.g.
    prototypes
  • Technical feasibility some not possible
  • Quality thresholds Usability goals lead to
    usability criteria set early on and check
    regularly
  • safety how safe?
  • utility which functions are superfluous?
  • effectiveness appropriate support? task
    coverage, information available
  • efficiency performance measurements

28
Glem nu ikke User Experience goals?
satisfying aesthetically
pleasing enjoyable supportive of
creativity engaging challenging pleasurable
rewarding exciting fun entertaining
provocative helpful surprising motivating
enhancing sociability emotionally fulfilling
boring annoying frustrating cutesy
29
Testing prototypes to choose among alternatives
30
Sharp Kapitel 9
  • What is involved in Interaction Design?
  • Some practical issues
  • Lifecycle models

31
Lifecycle models
  • Show how activities are related
  • Lifecycle models are
  • management tools
  • simplified versions of reality
  • Many lifecycle models exist, for example
  • from software engineering waterfall, spiral,
    JAD/RAD, Microsoft, agile
  • from HCI Star, usability engineering

32
Traditional waterfall lifecycle
33
A simple interaction design model
Exemplifies a user-centered design approach
34
Sharp Kapitel 9Summary
  • Four basic activities in the design process
  • Identify needs and establish requirements
  • Design potential solutions ((re)-design)
  • Choose between alternatives (evaluate)
  • Build the artefact
  • User-centered design rests on three principles
  • Early focus on users and tasks
  • Empirical measurement using quantifiable
    measurable usability criteria
  • Iterative design
  • Lifecycle models show how these are related

35
Dagens menu
  • Om tørsvømning
  • Fra helikopteren Om interaktions Design
  • På jorden Kapitel 9 Sharp (om IAD processen)
  • Tilbage i helikopteren Om interaktionsdesign og
    problem løsning

36
Tilbage i Helikopteren Om design og
problemløsning
Getting the design right vs. Getting the right
design (Buxton 2007)
Problem solving vs. Problem setting
37
Problem setting
  • Donald Schön on problem setting (The reflective
    practioner, 1982)
  • In real-world practice, problems do not present
    themselves to the practioner as givens. They must
    be constructed from the materials of problematic
    situations which are puzzling, troubling, and
    uncertain.
  • When we set the problem, we select what we will
    treat as things of the situation, we set the
    boundaries of our attention to it, and we impose
    upon it a coherence which allow us to say what is
    wrong and in what directions the situation needs
    to be changed.

38
Forskellige typer af problemer
Kort fortalt
  • Tame problems
  • Veldefineret (specificeret) med et veldefineret
    mål
  • Let at gå til kendte metoder
  • Man ved når det er løst
  • Wicked problems
  • Uldne (Fuzzy) og uden klare mål
  • 1. you dont understand the problem until you
    have developed a solution
  • 2. No stopping rule
  • 3. Solutions are not simply right or wrong
  • 4. Many stakeholders with conflicting interests
  • ..
  • Mere om wicked problems Rittel Webber, Conklin

39
Samtidig udforskning af løsning og problem
There is no way a designer can say that she
understands the situation before having struggled
with ideas for solutions (Löwgren Stolterman
2004)
  • Interaktionsdesign som en process drevet af et
    løsnings snarere end et problem fokus
  • En process hvor det der burde være er i fokus

40
Slut Bemærkning
OBS! Når man står med en hammer i hånden er der
pludselig rigtig mange ting i verden der ligner
søm ? Der findes ingen endegyldig opskrift på
det at interaktionsdesigne .
41
Samtidig udforskning af løsning og problem!
42
A Lifecycle for RAD (Rapid Applications
Development)
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