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What%20is%20Design?

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Testing. Scenarios. Contextual Inquiry. CONTEXT - See the work where it unfolds ... Developing rough versions of interfaces for ideation and initial testing ... – PowerPoint PPT presentation

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Title: What%20is%20Design?


1
What is Design?
213 User Interface Design and Development
  • Professor Tapan Parikh (parikh_at_berkeley.edu)
  • TA Eun Kyoung Choe (eunky_at_ischool.berkeley.edu)
  • Lecture 2 - January 24th, 2008

2
Todays Outline
  • 1) Definitions of Design
  • 2) The Design Process
  • 3) Normans Take on Design
  • 4) Show Tell

3
  • Design
  • 1) to create, fashion, execute, or construct
    according to plan
  • 2) a to conceive and plan out in the mind
  • b to have as a purpose
  • c to devise for a specific function or end

Source http//www.merriam-webster.com/dictionary/
design
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Design
  • is conscious
  • keeps human concerns in center
  • is a conversation with materials
  • is creative
  • is communication
  • has social implications
  • is a social activity
  • - T. Winograd, Bringing Design to Software

Slide from Jake Wobbrock
7
Design is about How
  • How to do something, as opposed to specifying
    what to do
  • Learn general methods and tools to envision,
    implement and evaluate
  • Allows for re-use across a number of applications
    and operating contexts

8
Iterative Design Cycle
Slide from Scott Klemmer
9
Design Phases (IDEO)
  • Understand
  • Observe
  • Visualize Predict
  • Evaluate Refine
  • Implement

Slide from Scott Klemmer
10
Design Phases (IDEO)
Contextual Inquiry
  • Understand
  • Observe
  • Visualize Predict
  • Evaluate Refine
  • Implement

Scenarios
Personas
Prototyping
Heuristic Eval
Usability Testing
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Contextual Inquiry
  • CONTEXT - See the work where it unfolds
  • PARTNERSHIP - Make yourself and the user
    collaborators in understanding the work
  • INTERPRETATION - Assigning meaning to design
    teams observations
  • FOCUS - Shared starting point, orienting the team
    and user towards a common goal

12
Scenarios and Personas
  • Task and Person-based caricatures of common usage
    contexts
  • Keep design team members aligned after the
    inquiry phase is completed
  • Serves as concrete yet flexible representation of
    a design situation or solution

13
Prototyping
  • Developing rough versions of interfaces for
    ideation and initial testing
  • Ranging from paper or cardboard cutouts to simple
    programming environments like Flash
  • Allows design team to evaluate feasibility of a
    solution, and gather feedback from users

14
Heuristic Evaluation
  • Assessment of an interface prototype by a small
    group of evaluators based on established design
    principles
  • Low-cost method to evaluate early prototypes as
    part of iterative design process

15
Usability Testing
  • Testing the performance of a candidate interface
    with potential users
  • Including factors like efficiency, accuracy,
    learnability, memorizability and accessibility
  • Results can be statistically analyzed to assess
    difference between interface alternatives

16
Donald Norman
  • Trained in CS and Psychology, later a professor
    of Cognitive Science at UCSD
  • Cognitive approach to user-interface design
  • Focuses on aspects like affordances, constraints,
    models, feedback and visibility
  • Less emphasis on aesthetics

17
Affordances
  • actual and perceived properties that determine
    how the thing could be used.
  • Based on J.J. Gibsons term in psychology -
    Norman really meant perceived affordance
  • Focused on immediate cognitive aspects of the
    environment, as opposed to memory-based
    information processing

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Mapping
  • Relationship between controls, their movements
    and results in the World
  • Natural mappings draw upon physical analogies and
    cultural standards, leading to immediate
    comprehension

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Feedback
  • Sending information back to the user about what
    action has been done, what result has been
    accomplished
  • Allows the user to understand the incremental
    results of his actions

Source Donald Norman, Design of Everyday Things
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Constraints
  • Physical constraints limit the set of possible
    actions by the user
  • This allows the designer to guide the user
    towards specific action sequences useful for
    achieving a particular task

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Visibility
  • Make the important functions immediately visible
    to the user
  • Becomes more difficult when the number of
    functions exceeds the number of controls

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Paradox of Technology
  • Technologies start off complex, while designers
    struggle to balance user needs and technical
    capabilities
  • Eventually, a simple and elegant design captures
    the market
  • Competitors introduce new features, at the
    expense of added complexity

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Conceptual Models
  • People like to understand why things are the way
    they are
  • A conceptual model allows users to understand and
    remember the mapping between actions and the
    resulting effects
  • Affordances, Mapping, Feedback, Constraints and
    Visibility can help users establish such a model

36
Designing for Errors
  • When a task appears simple or trivial, users will
    most often blame any errors or mistakes on
    themselves
  • When this happens repeatedly, the user may decide
    that they are incapable of performing this task
    (Norman calls this learned helplessness)
  • Designers should account for errors in their
    designs

37
Action Cycle
  • EXECUTION Doing something to the World
  • EVALUATION Compare what happened with what we
    wanted

Goals
Evaluate
Intention
EVALUATION
Interpret
Sequence
EXECUTION
Perceive
Execution
WORLD
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Example Turning on a Lamp
  • GOAL Increase light in the room
  • INTENTION Turn on the lamp
  • SEQUENCE Walk to lamp, turn knob
  • EXECUTE Walk to lamp, turn knob
  • PERCEIVE Hear click, see light
  • INTERPET Lamp clicked and started emitting light
  • EVALUATE Light in the room increased. Success!

Slide from Jake Wobbrock
39
Gulf of Execution
  • What do I do now?
  • By providing affordances, constraints, visibility
    and a good conceptual model, designers can bridge
    the Gulf of Execution

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Gulf of Evaluation
  • Did I succeed?
  • By providing feedback and a good conceptual
    model, designers can bridge the Gulf of Evaluation

43
Show Tell
44
Show Tell
  • Anyone have examples of really good or bad UIs?

45
For Next Time
  • Read Beyer and Holtzblatt, Contextual Design,
    Chapters 1-3 and 6
  • Make sure you are signed up for the Mailing List
  • Bring examples of interesting user tasks and/or
    applications you might want to study for your
    next assignment, which will go out next week
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