[IxD] Week 11. The Process of Interaction Design

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Lecture 9 The Process of Interaction Design Interaction Design / IID 2017 Spring Class hours : Wednesday 2:00 pm – 5:50 pm Lecture room : International Campus Veritas Hall B308 17 th May

Transcript of [IxD] Week 11. The Process of Interaction Design

Page 1: [IxD] Week 11. The Process of Interaction Design

Lecture 9

The Process of Interaction Design

Interaction Design / IID 2017 Spring Class hours : Wednesday 2:00 pm – 5:50 pm Lecture room : International Campus Veritas Hall B308 17th May

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Final Project Concept Statement

• Title

• Description of what the project will be about

• The goal of the project

• Who are the users of final outcomes

• Describe the use context

• Outline the technical ideas, and provision

• Add some preliminary sketches of your concept

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Homework

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[Team] Research Design

[Team] Data Gathering

[Team] Data Analysis, Interpretation, and Presentation

1 2 3

Steps - Participants

Sampling - Research Questions - Measurements - Research Methods - Stimuli

Development

Steps - Set a goal - Recruit participants - Conduct data gathering by

- Interviews - Questionnaires - Observations

Outcomes - Raw data

- Transcripts - Voice recordings - Video Recordings

- Coding - Open coding - Axial coding - Selective Coding

- Models and possible quantitative Analysis

- Presentation

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THE PROCESS OF INTERACTION DESIGN

Chapter 9

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Overview

• What is involved in Interaction Design?

– Importance of involving users

– Degrees of user involvement

– What is a user-centered approach?

– Four basic activities

• Some practical issues

– Who are the users?

– What are ‘needs’?

– Where do alternatives come from?

– How to choose among alternatives?

– How to integrate interaction design activities in other lifecycle models?

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What is involved in 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

• Generating alternatives and choosing between them is key

• Four approaches: user-centered design, activity-centered design,

systems design, and genius design

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What is involved in Interaction Design?

• Saffer(2010) suggests

• User-centered design

– the user knows best and is the only guide to the designer;

– the designer's role is to translate the users’ needs and goals into a design

solution.

• Activity-centered design

– focuses on the behavior surrounding particular tasks.

– Users still play a significant role but it is their behavior rather than their

goals and needs that are important.

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What is involved in Interaction Design?

• Systems design

– a structured, rigorous, and holistic design approach that focuses on

context and is particularly appropriate for complex problems.

– In systems design it is the system (i.e. the people, computers, objects,

devices, and so on) that are the center of attention while the users’ role is

to set the goals of the system

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What is involved in Interaction Design?

• Genius design

– different from the other three approaches because it relies solely on the

experience and creative flair of a designer.

– In this approach the users’ role is to validate ideas generated by the

designer, and users are not involved during the design process itself.

– Saffer points out that this is not necessarily by choice, but may be due to

limited or no resources for user involvement.

– Apple, for example, does very little user research or testing, yet the Apple

iPod is acknowledged as a significant design achievement.

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three fundamental activities that are recognized in all design

• Understanding the requirements

• Producing a design that satisfies those requirements

• (Producing an interactive version of the solution)

• Evaluating the design

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How?

• The design to be captured and expressed in some suitable form that

allows review, revision, and improvement.

– one of the simplest being to produce a series of sketches.

– to write a description in natural language

– to draw a series of diagrams

– to build prototypes

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Importance of involving users

• Expectation management

– Realistic expectations

– No surprises, no disappointments

– Timely training

– Communication, but no hype

• Ownership

– Make the users active stakeholders

– More likely to forgive or accept problems

– Can make a big difference to acceptance and success of product

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Degrees of user involvement

• Member of the design team

– Full time: constant input, but lose touch with users

– Part time: patchy input, and very stressful

– Short term: inconsistent across project life

– Long term: consistent, but lose touch with users

• Newsletters and other dissemination devices

– Reach wider selection of users

– Need communication both ways

• User involvement after product is released

• Combination of these approaches

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What is a user-centered approach?

• User-centered approach is based on:

– Early focus on users and tasks: directly studying cognitive, behavioral,

anthropomorphic & attitudinal characteristics

– Empirical measurement: users’ reactions and performance to scenarios,

manuals, simulations & prototypes are observed, recorded and analysed

– Iterative design: when problems are found in user testing, fix them and

carry out more tests

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Four basic activities in Interaction Design

• Establishing requirements

• Designing alternatives

• Prototyping

• Evaluating

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A simple interaction design lifecycle model

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Figure 9.3 A simple interaction design lifecyle model

Exemplifies a user-centered design approach

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Some practical issues

• Who are the users?

• What do we mean by ‘needs’?

• How to generate alternatives

• How to choose among alternatives

• How to integrate interaction design activities with other lifecycle models?

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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 competitor’s 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

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Who are the stakeholders?

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Check-out operators

Customers Managers and owners

• Suppliers • Local shop owners

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What do we mean by ‘needs’?

• Users rarely know what is possible

• Users can’t 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

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How to generate alternatives

• 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

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IDEO TechBox

• Library, database and website all-in-one

• Contains physical gizmos for inspiration

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The TechBox

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How to 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

– learnability: is the time taken to learn a function acceptable to the users?

– memorability: can infrequent users remember how to achieve their goal?

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Testing prototypes to choose among alternatives

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How to integrate interaction design in other models

• Integrating interaction design activities in lifecycle models from other

disciplines needs careful planning

• Several software engineering lifecycle models have been considered

• Integrating with agile software development is promising

– it stresses the importance of iteration

– it champions early and regular feedback

– it handles emergent requirements

– it aims to strike a balance between flexibility and structure

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Summary

• Four basic activities in the design process

– Establishing requirements

– Designing alternatives

– Prototyping

– Evaluating

• User-centered design rests on three principles

– Early focus on users and tasks

– Empirical measurement using quantifiable & measurable usability criteria

– Iterative design

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Summer Show Proposal

• Presentation Categories

– Poster

• The goal of user research

• User research process, and results

• Conceptual Design

– User Scenario/Storyboard

• User-Centered

• Activity-Centered

• System- Centered

– Mood board

• Keywords > Visual Images

– Concept Video

• Max. 3 mins

– Models

• Paper/Cardboard

• 3D Printing

– Prototype

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Homework

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[Team] Documentation

[Team] Creative

[Team] Summer Show Proposal

1 2 3

Outcomes - Data Summary - Data Analysis

Results

- Users of your service/product (User Model)

- Use context - Key functions &

Requirements - Interaction model - UX(Performance/Sat

isfaction) targets

What you have to consider - Visual Creative

- Identity (statement & Key visuals(Mood board))

- Logo/Color system - Concept sketches and

renderings - UX

- Scenario - Storyboard - Wireframe - Prototypes

- Concept Movies

What you have to consider - Presentation Categories - Team Competitiveness

- What you can do better and best

- The division of works - Schedule

- Week 1/2/3/4/5

- How to promote your ideas, and identities

Submission Due : 11: 59 pm Sun. 21st May