Title: CS459559 HumanComputer Interaction
1CS459/559Human-Computer Interaction
- User-Centered Design
- 9-17-2007
- Prof. Searleman, jets_at_clarkson.edu
2Announcements
- Shipley Lectureship Michael Kasha
- "The Solar 11-Year Cycle of Giant Proton Storms
and Their Geophysical Consequences" today,
Monday, September 17, at 415 p.m. in Science
Center Room 360. - "History, Art, Science and Music of String
Instruments" tomorrow, Tuesday, 9/18, at 415
p.m. also in Science Center Room 360. - Both presentations will be preceded by a 330
p.m. reception. - Career Fair this week
- IBM Info Night Wed., 845 945, SC160
- Greg Lacey from IBM will talk on software
development Thurs., 400, SC162
a horrible death to die
3Outline
- Recap User-Center Design Principles
- Lifecycle Models
- Identifying needs establishing requirements
- read ID2 Ch 9, pp.440-470 Ch 10, pp.472-489
- also see Cooper (www.cooper.com personas)
- and HCI dictionary entry on personas
4User-centered design principles
- From Gould and Lewis
- Early focus on users and tasks
- Understand who users are
- Study their needs
- Empirical measurement
- Empirical evaluation
- Benchmarks before technology is developed
- Iterative design
- Design, evaluate, redesign
5User-centered design principles
- Users tasks and goals are the driving force
behind the development - As opposed to technology
- Users behavior and context of use are studied
and the system is designed to support them - Understanding priorities, preferences, intentions
- Users characteristics are captured and designed
for - Design for users abilities
6User-centered design principles
- Users are consulted throughout development from
earliest phases to the latest and their input is
seriously taken into account - Users should be respected
- All design decisions are taken within the context
of the users, their work, and their environment - Does not necessarily mean that users participate
in design decisions
7User Centered Design
- Making users a central part of the development
process - Observation and interviews to obtain requirements
- Various levels of participation during design
- Many opportunities to help through
feedback/evaluation/testing
8but I know better than the users
- It is unwise to be too sure of one's own wisdom.
It is healthy to be reminded that the strongest
might weaken and the wisest might err. - Mohandas K. Gandhi
- True wisdom comes to each of us when we realize
how little we understand about life, ourselves,
and the world around us. - Socrates
- The doorstep to the temple of wisdom is a
knowledge of our own ignorance. - Benjamin Franklin
9Why involve users?
- Users most of the time are different from
developers - Users most of the time are different from their
managers - Ensure understanding of users needs and goals by
involving users in development process - Users are experts at being themselves
10Other advantages
- Makes users aware of expectations
- Ensure technology is not misrepresented
- Less likely users will be disappointed by
technology - Helps users understand why technology is the way
it is - Sense of ownership
- Buy-in
11Recap
- 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
12Who 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
13Stakeholders Personas
- Stakeholders are any key members of the
organization commissioning the design work - includes managers, engineers, sales, marketing,
customer support, usability - may include business partners in other
organizations - Type of information to get from stakeholders
vision, budget and schedule, technical
constraints, what is the business hoping to
accomplish, what are the stakeholders
perceptions of the user - Expert consultants
14SMEs
- Some stakeholders may be SMEs (subject matter
experts) - expert users
- knowledgeable (but not designers)
- necessary in specialized domains (e.g. may have
safely regulations or best practices) - should be involved throughout the design process
15Who are the stakeholders?
Check-out operators
Suppliers Local shop owners
Customers
Managers and owners
16What 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)
17What 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
18Where 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
19IDEO TechBox
- Library, database, website - all-in-one
- Contains physical gizmos for inspiration
From www.ideo.com/
20The TechBox
21How 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
22Testing prototypes to choose among alternatives
23Lifecycle models
- Show how activities are related to each other
- 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
24A simple interaction design model
Exemplifies a user-centered design approach
25Lifecycle models
- Many flavors
- Waterfall, Spiral
- Rapid Application Development (DSDM)
- Xtreme Programming (XP, an agile methodology)
- Usability Engineering Model, Star
- Iteration
- Guide you through steps in development of
technology - Sometimes institutionalized
26Waterfall model
- Mother of all models
- Outdated but still widely used (variations)
- Five stages
- Requirements
- Design
- Code
- Test
- Maintain
27Waterfall model
- Very difficult to get requirements right at the
beginning of process - No iteration expected, although some modified
versions allow for iteration - No testing of design before coding starts
- Cost to make fixes greatly increases after coding
begins
28Spiral Lifecycle model
29Rapid Application Development (RAD)
- Developed during the 1980s, published in 1991
- Use of computer-aided software engineering (CASE)
tools - Turn requirements into code quickly
- Five core elements
- prototyping
- iterative development
- time boxing
- team members should be experienced
- management enforce tight deadlines, facilitate
30Rapid Application Development (RAD)
- Keep development cycles short (time-boxing)
- Create interactive prototypes quickly in order to
get user feedback - Each cycle increases features of application
- Small, experienced, motivated teams
- Remove paperwork/bureaucratic barriers
31Rapid Application Development (RAD)
- Joint Application Development (JAD) workshops
- Get stakeholders and programmers together to
develop requirements - Users involved in providing feedback after each
cycle - Still code before getting feedback from users on
design
32A Lifecycle for RAD (Rapid Applications
Development)
33DSDM lifecycle model