Title: Lecture 2
1- Lecture 2 User-oriented Design
- Nundu JanakiRam
- CS147 - Introduction to Human-Computer
Interaction Design - Computer Science Department
- Stanford University
- Autumn 2005-2006
- (Slides adapted from Prof. Winograd and Ron Yeh)
2Learning Goals for Today
- Have an overview of the Interaction Design
process in general and the specific way it will
be applied in this course - Have a broad understanding of what Design means
for this course - Learn a first level of detail about the steps we
will be employing in the project - Understand how users can be involved in the
design process - See some examples of design projects
3User Centered Design
- Users tasks and goals are the driving force
behind development - Users are consulted throughout development
- All design decisions are taken from within the
context of the users, their work, and their
environment
4What is Design (Kelley)
- Not just problem solving Creative leap
- Messy No right answer
- Takes a point of view or many
- Calls for vision and multiple minds
- Open attitude many solutions
- Learned from experience with reflection
- Requires a feel for the materials
- Starts with broadening, followed by narrowing
- Requires ongoing mindfulness
5Design phases (IDEO)
- Understand
- Observe
- Visualize and Predict
- Evaluate and Refine
- Implement
6Simple Iterative Model
- Modified from p. 186 in Interaction Design
7Needs Analysis
NEEDS
DESIGN
IMPLEMENT
EVALUATE
8Contextual Inquiry
- Users and stakeholders
- Context
- At the interviewees workplace
- Partnership
- Designer is apprentice to Interviewee
- Can be guided by interviewee
9Contextual Interviews
- Interpretation and elicitation of needs
- Observations must be interpreted by observer and
interviewee - Focus
- Short
- Inquire about work behaviors
- Intention is to design a new system
- Focus on design goals
10Capturing the Data
- Observers head
- Written notes
- Sketches and photos of the setting
- Audio (or even Video)
11Idea Generation
NEEDS
DESIGN
IMPLEMENT
EVALUATE
12Brainstorming
- Group vs. Individual Creativity
- More Ideas More Creative Better
- Limited Time
- Keep a Record
- Brainstorm in Section next week! Brainstorming
is not just a good idea but an inexhaustible
source of inspiration and fresh thinking (IDEO)
13The Rules According to IDEO
- Be Visual.
- Defer judgment.
- Encourage Wild Ideas.
- Build on the Ideas of Others.
- Go for Quantity.
- One Conversation at a Time.
- Stay Focused on the Topic.
14Exploring Design Ideas
NEEDS
DESIGN
IMPLEMENT
EVALUATE
15Sketches
From a previous cs147 project
16Storyboards
http//www.storyboards-east.com/sb_dismoi.htm
17Storyboards
18Storyboards
19Flipbook
20Flipbook
21Flow Diagrams
From a previous cs147 project
22Woah Nelly!
- Sketches, Storyboards, Flipbooks, Diagrams
- Whats the Difference?
- When to use them?
- Why to use them?
- Whos the audience?
- Deliverable Storyboard only
- But, try as many as you can
23Prototyping
NEEDS
DESIGN
IMPLEMENT
EVALUATE
24Using Prototypes
- Allows multiple parties to envision together
- Designers
- Users
- Engineering, marketing, planning,..
- Reflective conversation with the materials
- Focus for identifying alternatives and tradeoffs
25Low-Fidelity Paper Prototype
NEEDS
DESIGN
IMPLEMENT
EVALUATE
26Tools
- Paper, Cardboard, Transparencies
- Tape, Glue, Rubber Cement
- Pens, Pencils, Markers
- Scissors
- Plastic Tubes, Paper Cups, CD Coasters
- Anything that you can buy in an arts and crafts
store (and that a kindergartener would have fun
using).
27Examples Low-Fidelity Prototype
28Examples Low-Fidelity Prototype
http//www.mindspring.com/bryce_g/projects/lo_fi.
html
29Examples Low-Fidelity Prototype
http//bmrc.berkeley.edu/courseware/cs160/fall99/p
rojects/t4/body/low-fi/
30User Testing
NEEDS
DESIGN
IMPLEMENT
EVALUATE
31Tools
- 3-4 group members
- Greeter/Facilitator
- Computer (not necessary for low-fi testing)
- 2 Observers/Note takers
- Prototype
- Users!!!!
32User Testing
http//www.cs.waikato.ac.nz/usability/facilities.h
tml http//www.itl.nist.gov/iad/gallery.html
33High Fidelity Interactive Prototype
NEEDS
DESIGN
IMPLEMENT
EVALUATE
34Tools
- HTML Javascript
- Java JFC/Swing
- Visual C, Visual Basic
- Flash MX, Director
- Mac Interface Builder
- othersor a mix of the above!!!
35Examples Interactive Prototype
From cs160 at UC Berkeley
36Examples Interactive Prototype
From cs247a at Stanford University
37Examples Interactive Prototype
From cs160 at UC Berkeley
38Examples of Projects
- Visual Voicemail
- Interactive Academic Planner
- Suzie Q
- ToneDeaf Revolution
39Appendix
- Details on each of the data gathering techniques
40Getting Users Involved
41Stages of User Involvement
- Need finding
- Design Participatory design
- Implementation End-user programming
- Evaluation
- Use in the target setting
- Users can be involved in any of the stages of
the Design Process!
42An Overview of Data Gathering Techniques
- Questionnaires
- Interviews
- Focus groups
- Observation
- Naturalistic (ethnography)
- Controlled (laboratory)
- Studying documentation (artifacts)
-
- (See the appendix for details of these
techniques)
43Questionnaires
- Qualitative vs. quantitative data
- Motivation to complete Response rate
- Uses of on-line questionnaires
- Good for demographics, evaluation of specific
features or properties - Design of Scales
- Precision
- Effort needed to decide on a response
- See the detailed questionnaire guidelines in the
text
44Likert Scales and Semantic Differentials
- How easy was the system to use?
- Easy Difficult
- 1 2 3 4
5 6 7 - The system was easy to use
- How did you feel about the ease of using the
system? - ? ? ?
- How easy was the system to use?
- Easy___________________________________Difficult
Strongly Agree
Agree
Neutral
Disagree
Strongly Disagree
45Interviews
- Degrees of structuring for different purposes
- Structured - Like a guided questionnaire
- Semi-structured - Basic script guides the
conversation - Open-ended - Still has a goal and focus
- Phone or face-to-face
- Develop trust
- Be sensitive to the setting
- Explain your goals to the interviewee
- See the detailed interviewing guidelines in the
text
46Focus groups
- Group Interviews
- Can be 2 or more
- Try to work with representatives of intended
users - Try to bring out differences
- Require expert facilitation
47Naturalistic observation
- Quick-and-dirty
- Participant observation (ethnography)
- Insider-outsider spectrum
- User camera studies
- Diaries and pager studies
- Audio/video recording
- Walkthroughs
- Many ethical issues are involved and it is
important to have full user understanding and
agreement to what you are doing
48Insights from ethnography
- The importance of setting
- Intuit Follow me home technique
- Seeing what is invisible to inhabitants
- What they say vs. what they do
- Making explicit the observers bias
- What you take for granted can blind you
- The Heisenberg principle
- Observation changes what is being observed
49Observational Data Gathering
- Notes
- Camera
- Audio
- Video
- Good for presentations, hard to analyze
- Its the AUDIO, stupid.
- Diaries
- User diaries
- Logs
50Controlled observation
- Laboratory settings and tasks
- Techniques for understanding what the user is
doing - Walkthroughs
- Think-aloud
- Paired-think-aloud
- More to come when we talk about testing
51Studying documentation (artifacts)
- Official documentation/description
- Physical and digital artifacts in the environment
52Data Gathering Guidelines
- Set clear goals for the data collection
- Focus on identifying the stakeholders needs
- Involve all the stakeholder groups
- Evaluate cost/benefit for your effort
- Understand the tradeoffs
- Use a combination of techniques
- Balance specific goals and openness
- Support data-gathering with appropriate props
- Run a pilot trial
- Record well you wont remember it well