Title: Interaktionsdesign processen
1Interaktionsdesign Efteråret 2007 Lektion
3
- Interaktionsdesign-processen
Tomas Sokoler
2Dagens 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
3En 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!
4Dagens menu
- Om tørsvømning
- Fra helikopteren Om interaktions Design
- På jorden Kapitel 9 Sharp (om IAD processen)
- Tilbage i helikopteren Om interaktionsdesign og
problem løsning
5Fra 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)
6Fra HelikopterenOm Interaktions Design
Lidt firkantet sagt!
Hvordan verden er
Hvordan verden kunne/burde være
Forandre og Bevæge Intervention Intention Ideale
r
7En 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
8Dagens menu
- Om tørsvømning
- Fra helikopteren Om interaktions Design
- På jorden Kapitel 9 Sharp (om IAD processen)
- Tilbage i helikopteren Om interaktionsdesign og
problem løsning
9Sharp Kapitel 9
- A simple interaction design model
- What is involved in Interaction Design?
- Some practical issues
- Lifecycle models (revisited)
10A 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
11Udforskning af løsningsforslag
Sagt lidt trekantet
Løsningsforslag
Divergens
Konvergens
t
- Divergens - generere mange alternative forslag
- Konvergens - kombinere og/eller udvælge de mest
lovende
12Sharp Kapitel 9
- A simple interaction design model
- What is involved in Interaction Design?
- Some practical issues
- Lifecycle models (revisited)
13Sharp Kapitel 9
- What is involved in Interaction Design?
- Importance of involving users
- Degrees of user involvement
- What is a user-centered approach?
14What 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
15What 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)
16Importance 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
17Degrees 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
18Sharp Kapitel 9
- What is involved in Interaction Design?
- Some practical issues
- Lifecycle models
19Some practical issues
- Who are the users?
- What are needs?
- Where do alternatives come from?
- How do you choose among alternatives?
20Who 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
21Who are the stakeholders?
Check-out operators
Suppliers Local shop owners
Customers
Managers and owners
22What 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)
23What 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
24Where 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
25IDEO TechBox
- Library, database, website - all-in-one
- Contains physical gizmos for inspiration
From www.ideo.com/
26IDEO TechBox
27How 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
28Glem 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
29Testing prototypes to choose among alternatives
30Sharp Kapitel 9
- What is involved in Interaction Design?
- Some practical issues
- Lifecycle models
31Lifecycle 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
32Traditional waterfall lifecycle
33A simple interaction design model
Exemplifies a user-centered design approach
34Sharp 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
35Dagens menu
- Om tørsvømning
- Fra helikopteren Om interaktions Design
- På jorden Kapitel 9 Sharp (om IAD processen)
- Tilbage i helikopteren Om interaktionsdesign og
problem løsning
36Tilbage i Helikopteren Om design og
problemløsning
Getting the design right vs. Getting the right
design (Buxton 2007)
Problem solving vs. Problem setting
37Problem 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.
38Forskellige 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
39Samtidig 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
40Slut 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 .
41Samtidig udforskning af løsning og problem!
42A Lifecycle for RAD (Rapid Applications
Development)