Z556 Systems Analysis & Design Session 10 ILS Z556 1.
-
Upload
helen-pierce -
Category
Documents
-
view
216 -
download
0
Transcript of Z556 Systems Analysis & Design Session 10 ILS Z556 1.
Z556 Systems Analysis & DesignSession 10
ILS
Z5
56
1
Creating a Vision (Solution)• Visioning:
• Encourages you to think more systemically about your redesign
• Is both a “grounded brainstorm” and storytelling session
• A method to lead groups in future scenario building
ILS
Z5
56
2
Creating a Common Direction• How do you choose among multiple
visions?• Instead of choosing, synthesize a new
solution• Create a better solution by
• Identifying elements that work• Recombining them to preserve the best parts• Extending them to address more of the work
and overcome any defects
ILS
Z5
56
3
Evaluation and Integration• Identify the core parts of each vision
that you don’t want to lose Think how to combine them
• If two visions support the work well, choose the simpler or the easier to implement
• Choose the ones that are supported by data or test both
ILS
Z5
56
4
Process & Organization Design• The business structure may have to
change to adopt a new way of working, e.g., ???
• Consider using a catch phrase• E.g., Toyota’s vision
ILS
Z5
56
5
Storyboards
• A vision describes what the new work practice will be
• The vision in storyboards will show how the system works
• Each frame in the storyboard captures a single scene, i.e., an interaction between two people, a person and the system, a person and an artifact, or a system step
ILS
Z5
56
6
Storyboard Example
ILS
Z5
56
7
Storyboard Example
ILS
Z5
56
8
Redesigning Work
• Understand the structure of work as it exists & issues implicit in the work
• Become knowledgeable about possibilities for redesign
• Vision a new world• Work out specifics in storyboards
ILS
Z5
56
9
Next Step
• The vision & storyboards
• A system design ILS
Z5
56
10
Usability
ILS
Z5
56
11
The Difficulty of Communicating a Design
• Presenting a demo• Hard to envision new work practice in the
presence of the new system
• Requirements specifications • Text-oriented
• Work models• Hard for customers to understand the work
models ???
ILS
Z5
56
12
The Difficulty of Communicating a Design
• Customers need not just an artifact but an event, a process that will allow them to live out their own work in the new system and articulate the issues they identify (c.f., participatory design)
ILS
Z5
56
13
Including Customers in the Design Process
• We want to co-design the system with the users
• 3 obstacles:• No one articulates their own work practices• Users have not spent time studying all of
the proposed system use• Users aren’t technologists
ILS
Z5
56
14
Including Customers in the Design Process
• The challenge for design is to include users in the process to iterate, refine, and extend the initial design concept
• The starting point is an initial design concept an initial prototype IL
S Z
556
15
The Question of Design (Buxton, 2007)
• Design “goes beyond the object and cannot be thought of independent of the larger physical, emotional, social, and experiential ecology within which it exists” (p. 97)
ILS
Z5
56
16
Designing the Connected Everyday (Giaccardi, 2015)
ILS
Z5
56
17
Designing the Connected Everyday (Giaccardi, 2015)• Commensurate in the connected everyday:
• Proportionate, appropriate, consensual
• 1st Pillar: materials• Invite, suggest, facilitate, and collaborate w/ the
unfolding of our activities• 2nd pillar: practice
• Situated-ness• 3rd pillar: constellations
• Objects, practices, and values mutually influence and constitute each other
ILS
Z5
56
18
Designing the Connected Everyday (Giaccardi, 2015)• 1st principle: create a rich texture of material
experiences• 2nd principle: Ground flows in the practices of
everyday life• 3rd principle: arrange practices in ways that are open
ended.
ILS
Z5
56
19
Exeprience Design vs. Interface Design (Buxton, 2007)
• OrangeX Manual Juicer
• Mighty OJ Manual Juicer
ILS
Z5
56
20
Exeprience Design vs. Interface Design (Buxton, 2007)
• OrangeX Manual Juicer
• Mighty OJ Manual Juicer
ILS
Z5
56
21
Usability has nothing to do with their differences!
The Dynamics of the Design Funnel (Buxton, 2007, Fig 51, p. 138)
ILS
Z5
56
22
Interacting with Paper (Buxton, 2007)
ILS
Z5
56
23
http://www.snyderconsulting.net/article_paperprototyping.htm
http://www.nngroup.com/reports/prototyping/video_stills.html
Interactive Paper Interfaces (Buxton, 2007)
ILS
Z5
56
24
http://www.gdoss.com/images/lmf_paper_prototype.gif
Interacting with Paper (Buxton, 2007)
• The role of design is to find the best design
ILS
Z5
56
25
Interacting with Paper (Buxton, 2007)• The role of usability engineering is to
help make that design the best
ILS
Z5
56
26
Interacting with Paper (Buxton, 2007)• What other important points in this
chapter by Buxton?
ILS
Z5
56
27
Using Paper Prototypes to Drive Design
• Prototypes: • are not a demo• are prop in a contextual interview• enable the user to play out the experience
of living with the new system• act as a language for communicating
between user and designer
ILS
Z5
56
28
Using Paper Prototypes to Drive Design
• To look at structure, the first prototypes are paper
• Paper prototypes are easy to change• Working through a prototype of a new
system and discussing the interaction of the system with the work reveals issues that would otherwise remain invisible
ILS
Z5
56
29
Prototyping as a Communication Tool
• The prototyping process not only brings the users into the design process, but it changes the design process itself
• Paper prototyping reduces the cost of getting data so low that the team can demand on having it
ILS
Z5
56
30
Discussion
• What Is Usability Testing?
• To get feedback from users about the usability of a product.
• What kind of usability testing experience do you have?
ILS
Z5
56
31
Real Users
• Testers must be people who currently use or will use the product in the future
• “If the participants in the usability test do not represent the real users, you are not seeing what will happen when the product gets to the real users”
ILS
Z5
56
32
Doing Real Tasks
• “The tasks that you have users do in the test must be ones that they will do with the product on their jobs or in their homes”
• “The tasks that you include in a test should relate to your goals and concerns and have a high probability of uncovering a usability problem”
ILS
Z5
56
33
Observing & Recording
• Test one person at a time• You record both performance and
comments• Measure: learning time, time to perform,
errors, ease of remembering and amount remembered, subjective measures
• Ask the participant for opinions about the product
• Usability testing is NOT focus groups, surveys, or beta testing
ILS
Z5
56
34
Guideline for Usability Testing • Develop a prototype of a system• List several tasks that users should be
able to accomplish with the system• Make a list of potential usability testers• Plan for data collection• Schedule the test• Listen and observe
• think-aloud, video-taping
ILS
Z5
56
35
User Experience Professionals’ Association: http://www.uxpa.org/
Feedback Session (HWW Ch 13)• Do not have too much attachment to
your ideas• Open to your users/clients’ ideas
• The goal is co-design• Provide ownership to the users
• Develop the ideas that would work
ILS
Z5
56
36
Group Project Activity
• With fellow team project members, come up with the strategies for usability testing/client feedback session
ILS
Z5
56
37