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CS 4750 HCI

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Title: CS 4750 HCI


1
User-Centered Design Principles
2
Agenda
  • Questions
  • Project in detail ThursdayExplore interesting
    user problems off-the-desktop everyday
    activities
  • Complete Project Group Design Activity
  • User-Centered Design

3
What is HCI?
  • What are the 3 Us of HCI and an example of
    each?
  • What are 2 of the interaction paradigm shifts and
    one person associated with one of these?
  • List 2 design heuristics from DOET and an example
    of each.

4
Complete Design Problem
  • Get with your project group
  • Select someone to be the User they will get
    participation points
  • Other group members form design team
  • Design an interactive application for this user
    for the activity/task
  • Present design during this class

5
User-Centered Design
  • Understand requirements
  • similar products
  • needs of users
  • problems with existing designs
  • Develop product

6
Software Development
  • From Engineering perspective
  • Waterfall Model
  • Spiral Model
  • W model

Series of activitiesGet all requirements from
userNot a lot of variety
7
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
  • from HCI Star, usability engineering
  • A simple interaction design model

8
A simple interaction designmodel
Identify needs/ establish requirements
(Re)Design
Evaluate
Build an interactive version
9
What is 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
  • It is a representation
  • a plan for development
  • a set of alternatives successive elaborations

10
Four basic activities
  • There are 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

11
Three key characteristics
  • Three key characteristics permeate these four
    activities
  • 1. Focus on users early in the design and
    evaluation of the artefact
  • 2. Identify, document and agree specific
    usability and user experience goals
  • 3. Iteration is inevitable. Designers never get
    it right first time

12
Who are the users?
  • 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
  • primary frequent hands-on
  • secondary occasional or via someone else
  • tertiary affected by its introduction, or will
    influence its purchase.
  • Wider term stakeholders

13
Who are the users? (contd)
  • What are their capabilities? Humans vary in many
    dimensions!
  • Some examples are
  • 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

14
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

15
Understanding users work
  • Understanding users work is significant
  • Ethnography from anthropology
  • writing the culture
  • participant observation
  • Difficult to use the output of ethnography in
    design

16
Participatory Design
  • Scandinavian history
  • Emphasises social and organisational aspects
  • Based on study, model-building and analysis of
    new and potential future systems

17
Participatory Design (contd.)
  • Aspects to user involvement include
  • Who will represent the user community?Interaction
    may need to be assisted by a facilitator
  • Shared representations
  • Co-design using simple tools such as paper or
    video scenarios
  • Designers and users communicate about proposed
    designs
  • Cooperative evaluation such as assessment of
    prototypes

18
Contextual Design
  • Developed to handle data collection and analysis
    from fieldwork for developing a software-based
    product
  • Used quite widely commercially
  • Contextual Design has seven parts
  • Contextual inquiry, Work modeling,
  • Consolidation, Work redesign,
  • User environment design,
  • Mock-up and test with customers,
  • Putting it into Practice

19
Contextual Inquiry
  • An approach to ethnographic study where user is
    expert, designer is apprentice
  • A form of interview, but
  • at users workplace (workstation)
  • 2 to 3 hours long
  • Four main principles
  • Context see workplace what happens
  • Partnership user and developer collaborate
  • Interpretation observations interpreted by user
    and developer together
  • Focus project focus to help understand what to
    look for

20
Thursday
  • Project discussion in detail
  • How can you determine the needs of your users?
    How can you acquire some of the domain knowledge?
    Who are the stakeholders?
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