Comp 15 - Usability & Human Factors Unit 8b - Approaches to Design This material was developed by...

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Transcript of Comp 15 - Usability & Human Factors Unit 8b - Approaches to Design This material was developed by...

Comp 15 - Usability & Human Factors

Unit 8b - Approaches to Design

This material was developed by Columbia University, funded by the Department of Health and Human Services, Office of the National Coordinator for Health Information Technology under Award Number 1U24OC000003.

Needs and Requirements

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Why Do We Need Requirements?

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Task Descriptions

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Cognitive Task Analysis

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Task Analysis: ATM Machines

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A Partial Walkthrough: ATM

Goal: Obtain $80 Cash from Checking Account1. Action: Enter Card (Screen 1)

System response: Enter PIN > (Screen 2)

2. Subgoal: Interpret prompt and provide input 3 & 4. Actions: Enter “Pin” on Numeric keypad and Hit Enter (press lower

white button next to screen)System response: “Do you Want a Printed Transaction Record”.

Binary Option: Yes or No (Screen 3)5. Subgoal: Decide whether a printed record is necessary6. Action: Press Button Next to No Response

System response: Select Transaction-8 Choices (Screen 4)7. Subgoal: Choose Between Quick Cash and Cash Withdrawal8. Action: Press Button Next to Cash Withdrawal

System response: Select Account (Screen 5)9. Action: Press Button Next to Checking

System response: Enter Dollar Amounts in Multiples of 20 (Screen 6)10 & 11. Action(s): Enter $80 on Numeric Key Pad and Select Correct

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Prototypes

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Low Fidelity Prototyping

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IDEATel Launchpad

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IDEATel Launchpad Mockup

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High Fidelity Mockup

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Measure Selector Mockup

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PICTIVE OutputExplanatory

Text

Site Title

Page Title

Function Buttons

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High Fidelity Prototyping

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Low versus High FidelityType Advantages Disadvantages

Low Fidelity

Low costEvaluate multiple design costsCommunicationScreen layout issuesProof-of-Concept

Poor detailed specsLimited utility beyond requirementsNavigational and flow limitations

High Fidelity

More complete functionalityFully interactiveClearly defined navigational schemesLook and feel of final product

ExpensiveTime-consumingInefficient for proof of designNot effective for requirements gathering

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Participatory Design

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Participatory Design Principles

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A Case Study in Participatory Design:Children’s Contributions in Designing a

Communication Tool for Children with Cancer

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SISOM

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Design Challenges

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Children’s Contributions

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Design Techniques

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Design Session

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How to Decide Which Ideas To Use

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Island

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My Body

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Pain and Discomfort

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Conclusions from Design Study

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