Title: Designing%20New%20Media
1Designing New Media
IS146 Foundations of New Media
- Prof. Marc Davis, Prof. Peter Lyman, and danah
boyd - UC Berkeley SIMS
- Tuesday and Thursday 200 pm 330 pm
- Spring 2005
- http//www.sims.berkeley.edu/academics/courses/is1
46/s05/
2Lecture Overview
- Assignment Check In
- Assignment 3 Documenting Artifact Usage
- Review of Last Time
- New Media On The Go and In The Home
- Today
- Designing New Media
- Preview of Next Time
- Speech and Audio as Media
3Lecture Overview
- Assignment Check In
- Assignment 3 Documenting Artifact Usage
- Review of Last Time
- New Media On The Go and In The Home
- Today
- Designing New Media
- Preview of Next Time
- Speech and Audio as Media
4Lecture Overview
- Assignment Check In
- Assignment 3 Documenting Artifact Usage
- Review of Last Time
- New Media On The Go and In The Home
- Today
- Designing New Media
- Preview of Next Time
- Speech and Audio as Media
5Questions for Today
- How do theories of culture help us do
ethnography? - How does ethnography help us do design?
6Review of Culture
- Culture is a description of a particular way of
life which expresses certain meanings and values
not only in art and learning but also in
institutions and ordinary behavior - Meanings and practices
- Encoding and decoding, interpretation
7Goal of Ethnography
- Ethnographers seek to understand culture,
identity, and social practices - Similar to advertisers?
- Why do people do what they do, think how they
think and how does this connect to culture? - Theory helps us ground observations
8Challenges for Ethnographers
- Access
- Ability to see and gain trust
- Interpretation
- Bias and reflexivity
- Moral imperative
- Ethnographers care about the people they study
- Inexactitude of method
- Thick description
- They arent just stories
9Ethnography for Design
- Understand people, culture, practices, technology
and the interconnections - Think from the subjects perspective
- Challenge technological determinism
- Show that technology is not on a path towards
progress, but culturally situated - Situate design in users worldview, not designers
10Design for People
- Who are you designing for?
- Why does that population matter?
- What is the culture of that population?
- How will the design affect that culture?
- How are these people (un)like you?
- How are their needs different?
11Design for Flexibility
- Create flexible cultural artifacts
- Allow different interpretations for different
people in different situations - Expect the unexpected
- Iterative ethnography
12Lecture Overview
- Assignment Check In
- Assignment 3 Documenting Artifact Usage
- Review of Last Time
- New Media On The Go and In The Home
- Today
- Designing New Media
- Preview of Next Time
- Speech and Audio as Media
13Why Design Matters
- Shapes the artifacts that people use
- Builds your skills for
- Creativity
- Problem solving
- Teamwork
- Analysis
- Communication
- Enables you to be part of shaping the material
culture you live in
14Human-Computer Interaction (HCI)
- Human
- The end-users of a program
- The others in the organization
- The designers of the program
- Computer
- The machines the programs run on
- Interaction
- The users tell the computers what they want
- The computers communicate results
- The computer may also tell users what the
computer wants them to do
15Who Builds UIs?
- A team of specialists (ideally)
- Graphic designers
- Interaction / interface designers
- Technical writers
- Marketers
- Test engineers
- Software engineers
- Enthnographers
- Cognitive psychologists
16User Differences
- Abilities, preferences, predilections
- Spatial ability
- Memory
- Reasoning abilities
- Verbal aptitudes
- Personality differences
- Age, gender, ethnicity, class, sexuality,
culture, education - Modalilty preferences/restrictions
- Vision, audition, speech, gesture, haptics,
locomotion
17Interfaces For Expert And Novice Users
- Simplicity vs. power tradeoffs
- Scaffolded user interface
- How much information to show the user?
- Number and complexity of user operations
- Variants of operations
- Inner workings of system itself
- System history
- Example
- Television remote control
18How to Design and Build UIs
Iterate at every stage!
19Design Process
- Design
- Observe peoples practice
- Brainstorm and develop personas, artifact
concepts, and scenarios - Communicate designs (usually visually)
- Prototype
- Build working examples of the artifact concepts
in varying levels of implementation (from low-fi
to hi-fi) - Evaluate
- Observe, test, and analyze people using prototypes
20Mountford on Interface Design
- Borrow insights and methods from prior design
disciplines - Film
- Animation
- Theater
- Architecture
- Industrial Design
- Information Display
21Vertelney on Design Process
- User Interface Industrial Design
Whole-Product User Interface - Whole-Product User Interface design process
- Product definition
- Research
- Brainstorm
- Generate design solutions
- Analyze
- Repeat
22Design Techniques
- Observe users practice
- Brainstorm and develop personas
- Brainstorm artifact concepts
- Brainstorm and develop scenarios of personas
using artifact - Brainstorm and develop storyboards for scenarios
23Personas, Scenarios, Storyboards
- Persona
- Description of a person intended to represent the
prototypical demographics and psychographics
(values, goals, and intentions) of a particular
population - Scenario
- Description of a situation (where, when, and how)
the personas use the artifact - Storyboard
- A graphical and textual depiction of the scenario
24Brainstorming
- IDEO Rules of Brainstorming
- Defer Judgment
- Encourage Wild Ideas
- Build on the Ideas of Others
- Stay Focused on Topic
- One Conversation at a Time
- Be Visual
- Go for Quantity
- (IDEO is a famous design firm with several
offices in the Bay Area and worldwide
http//www.ideo.com)
25Brainstorming
- Joy Mountfords Techniques for Generating New
Ideas - New Uses for the Object
- Adapt the Object to be like Something Else
- Modify the Object for a New Purpose
- MagnifyAdd to the Object
- MinimizeSubtract from the Object
- Substitute Something Similar
- Rearrange the Data
- Reverse of Transpose the Information
- Combine the Data into an Ensemble
26Developing Personas
- Be specific
- Represent user population
- Demographics
- Psychographics
- Memorable
27Developing Scenarios
- Tell the story of the interaction among your
personas and artifact - Act them out
28Storyboarding
- A storyboard provides you with a pictorial
script of important events - It sketches a scenario of a possible interaction
between your persona and your (redesigned)
artifact - It leaves out the details and concentrates on the
important interaction and events - A technique called performance-based design might
be really helpful in creating your storyboards - Literally take on one of your personas and act
out what might happen if this user interacts with
your re-designed artifact
29Storyboarding
- Suggested media for creating your storyboard
- Paper and pencil are the easiest tools to sketch
your storyboardsimply scan your results - Use a whiteboard and take a digital picture of
the outcome - You can use applications like PowerPoint, Adobe
Illustrator, Visio, or any other graphical
program to draw your scenario - Take photographs in which you act out the use
scenario to create the images in your storyboard
30Rapid Prototyping
- Build a mock-up of design
- Low fidelity techniques
- Paper sketches
- Cut, copy, paste
- Video segments
- Interactive prototyping tools
- Visual Basic, HyperCard, Director, etc.
- UI builders
- NeXT, etc.
31Prototyping Techniques
- Low-fi prototyping tools
- Paper and pens
- Drawing programs (e.g., PhotoShop)
- Video
- Interactive prototyping tools
- Director
- Flash
- PowerPoint
- Visual Basic
- HyperCard
32Evaluation Techniques
- Qualitative vs. quantitative methods
- Qualitative (non-numeric, discursive,
ethnographic) - Focus groups
- Interviews
- Surveys
- User observation
- Participatory design sessions
- Quantitative (numeric, statistical, empirical)
- User testing
- System testing
- Surveys
- Usage logs
33Assignment 4 Logo in LOGO
- As a group make a working logo-drawing program
- Structure your program into multiple
sub-routines, with at least 1 sub-routine per
group member - Follow good coding practice by using parameters
or control flow to avoid redundant code - Reuse a single procedure to draw shapes of
various sizes - Use a loop rather than simply repeat code
34Assignment 4 Process
- Use your interviews and experience to define your
target audience - Develop 1-2 personas that you want to focus on
- Brainstorm artifact redesign ideas for those
personas - Evaluate your ideas and agree on one to pursue
- Come up with a scenario for your redesign
- Draw a storyboard with explanatory text
- Document the results of your brainstorming
35Assignment 4 Deliverables
- Persona description (1-2 pages)
- List all brainstorming ideas and reasons for
selecting or rejecting each - Brief description of the redesign idea you
selected (1-3 paragraphs) - Scenario description (1 page max)
- Annotated storyboard
- A write-up (2-4 pages)
36Assignment 4 Write-Up Questions
- What does more programmable mean to your
artifact? - How does your redesign make your artifact more
programmable? - Describe your intended population, including
their social practices, culture, and demographics
as relevant to the redesign. - How do you anticipate your redesign will affect
that population? - What biases do you have in choosing this redesign
and population? - What limitations does your redesign have?
37Norman on Why Interfaces Dont Work
- Because
- We still think of using the interface
- We still talk of designing the interface
- We still talk of improving the interface
- We need to aid the task, not the interface to
the task. - The computer of the future should be invisible.
38Norman on Design Process
- The user
- What does that person really need to have
accomplished? - The task
- Analyze the task
- How best can the job be done? taking into account
the whole setting in which it is embedded,
including the other tasks to be accomplished, the
social setting, the people, and the organization? - As much as possible, make the task dominate and
make the tools invisible - Then, get the interaction right...
39Stacy Anker on Norman
- Norman states that by specializing, a computer
can do its intended job better and more
efficiently than can more powerful,
general-purpose machines, at least from the
viewpoint of the user. However, different users
will inevitably have different viewpoints. What
are some of the arguments that people might make
in favor of generality and power over
specialization and ease of use?
40Stacy Anker on Norman
- I am not a very computer literate person, so upon
first reading this article I didnt actually know
what an interface was. But then I came across
Normans definition that an interface is an
obstacle that stands between a person and the
system being used. However, the less biased
dictionary defines it as, the connection
between the display-keyboard combination and the
user. Is an obstacle or a connection more
of an appropriate interface definition?
41Stacy Anker on Norman
- Donald A. Norman shows two comparisons, one
between playing a game on Nintendo and playing
the same game on the Apple IIGS Computer and the
other between organizing activities with the
Day-Timer Pocket Organizer or with Focal Point on
the Macintosh. Norman seems to come to the
conclusion that both Nintendo and the Day-Timer
Pocket Organizer (a.k.a. the two products that
are non computer related) are more user-friendly.
However, Norman then goes on to say, with
regards to the computer-based products, that he
likes the fact that he can type legibly rather
than scrawl illegiblyhe likes the fact he
can search for things Why does it seem that
Norman cant fully commit to either one side or
the other (i.e., what are some of the
similarities and differences between these
products)? Does Norman seem to believe that the
pros of computer-based products outweigh the
cons? Do you, yourself, believe the pros make up
for the cons?
42David Hsiao on Mountford
- In Mountford's "Tools and Techniques for Creative
Design" he stated "Some people believe that new
ideas are almost always the result of
collisionsjuxtaposition or recombination of
ideas." Is this true? And Where does "good ideas"
come from? and what makes them "good.
43David Hsiao on Mountford
- Thinking from a computer user's perspective, what
is the most important/critical part of interface
design? What makes an interface "good?"
44Nicole Schwartz on Vertelney
45Lecture Overview
- Assignment Check In
- Assignment 3 Documenting Artifact Usage
- Review of Last Time
- New Media On The Go and In The Home
- Today
- Designing New Media
- Preview of Next Time
- Speech and Audio as Media
46Readings for Next Time
- Walter J. Ong. Orality and Literacy The
Technologizing of the Word, London Methuen,
1982, p. 31-77. - Discussion Questions
- Nate Bennett
- Amanda Hsueh