Z556 Systems Analysis & Design Session 10 ILS Z556 1.

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Z556 Systems Analysis & Design Session 10 ILS Z556 1

Transcript of Z556 Systems Analysis & Design Session 10 ILS Z556 1.

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Z556 Systems Analysis & DesignSession 10

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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

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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

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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

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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

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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

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Storyboard Example

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Storyboard Example

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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

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Next Step

• The vision & storyboards

• A system design ILS

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Usability

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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 ???

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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)

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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

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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

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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)

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Designing the Connected Everyday (Giaccardi, 2015)

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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

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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.

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Exeprience Design vs. Interface Design (Buxton, 2007)

• OrangeX Manual Juicer

• Mighty OJ Manual Juicer

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Exeprience Design vs. Interface Design (Buxton, 2007)

• OrangeX Manual Juicer

• Mighty OJ Manual Juicer

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Usability has nothing to do with their differences!

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The Dynamics of the Design Funnel (Buxton, 2007, Fig 51, p. 138)

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Interacting with Paper (Buxton, 2007)

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http://www.snyderconsulting.net/article_paperprototyping.htm

http://www.nngroup.com/reports/prototyping/video_stills.html

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Interactive Paper Interfaces (Buxton, 2007)

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http://www.gdoss.com/images/lmf_paper_prototype.gif

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Interacting with Paper (Buxton, 2007)

• The role of design is to find the best design

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Interacting with Paper (Buxton, 2007)• The role of usability engineering is to

help make that design the best

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Interacting with Paper (Buxton, 2007)• What other important points in this

chapter by Buxton?

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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

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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

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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

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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?

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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”

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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”

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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

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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

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User Experience Professionals’ Association: http://www.uxpa.org/

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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

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Group Project Activity

• With fellow team project members, come up with the strategies for usability testing/client feedback session

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