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CS459559 HumanComputer Interaction

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a horrible death to die. Outline. Recap: User-Center Design Principles. Lifecycle Models ... Five stages. Requirements. Design. Code. Test. Maintain. Waterfall model ... – PowerPoint PPT presentation

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Title: CS459559 HumanComputer Interaction


1
CS459/559Human-Computer Interaction
  • User-Centered Design
  • 9-17-2007
  • Prof. Searleman, jets_at_clarkson.edu

2
Announcements
  • 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
3
Outline
  • 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

4
User-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

5
User-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

6
User-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

7
User 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

8
but 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

9
Why 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

10
Other 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

11
Recap
  • 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

12
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

13
Stakeholders 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

14
SMEs
  • 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

15
Who are the stakeholders?
Check-out operators
Suppliers Local shop owners
Customers
Managers and owners
16
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)

17
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

18
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

19
IDEO TechBox
  • Library, database, website - all-in-one
  • Contains physical gizmos for inspiration

From www.ideo.com/
20
The TechBox
21
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

22
Testing prototypes to choose among alternatives
23
Lifecycle 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

24
A simple interaction design model
Exemplifies a user-centered design approach
25
Lifecycle 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

26
Waterfall model
  • Mother of all models
  • Outdated but still widely used (variations)
  • Five stages
  • Requirements
  • Design
  • Code
  • Test
  • Maintain

27
Waterfall 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

28
Spiral Lifecycle model
29
Rapid 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

30
Rapid 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

31
Rapid 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

32
A Lifecycle for RAD (Rapid Applications
Development)
33
DSDM lifecycle model
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