Lecture 2 User-oriented Design Nundu JanakiRam CS147 - - - PowerPoint PPT Presentation

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Lecture 2 User-oriented Design Nundu JanakiRam CS147 - - - PowerPoint PPT Presentation

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) CS147 - Terry


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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)

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Learning 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
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User 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

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What 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
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Design phases (IDEO)

  • Understand
  • Observe
  • Visualize and Predict
  • Evaluate and Refine
  • Implement
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Simple Iterative Model

  • Modified from p. 186 in Interaction Design

NEEDS DESIGN IMPLEMENT EVALUATE

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Needs Analysis

NEEDS DESIGN IMPLEMENT EVALUATE

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Contextual Inquiry

  • Users and stakeholders
  • Context
  • At the interviewee’s workplace
  • Partnership
  • Designer is apprentice to Interviewee
  • Can be guided by interviewee
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Contextual Interviews

  • Interpretation and elicitation of needs
  • Observations must be interpreted by
  • bserver and interviewee
  • Focus
  • Short
  • Inquire about work behaviors
  • Intention is to design a new system
  • Focus on design goals
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Capturing the Data

  • Observer’s head
  • Written notes
  • Sketches and photos of the setting
  • Audio (or even Video)
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Idea Generation

NEEDS DESIGN IMPLEMENT EVALUATE

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Brainstorming

  • 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)

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The 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.
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Exploring Design Ideas

NEEDS DESIGN IMPLEMENT EVALUATE

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Sketches

From a previous cs147 project…

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Storyboards

http://www.storyboards-east.com/sb_dismoi.htm

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Storyboards

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Storyboards

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Flipbook

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Flipbook

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Flow Diagrams

From a previous cs147 project…

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Woah Nelly…!

  • Sketches, Storyboards, Flipbooks, Diagrams
  • What’s the Difference?
  • When to use them?
  • Why to use them?
  • Who’s the audience?
  • Deliverable: Storyboard only
  • But, try as many as you can
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Prototyping

NEEDS DESIGN IMPLEMENT EVALUATE

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Using Prototypes

  • Allows multiple parties to envision together

– Designers – Users – Engineering, marketing, planning,…..

  • Reflective conversation with the materials
  • Focus for identifying alternatives and

tradeoffs

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Low-Fidelity “Paper” Prototype

NEEDS DESIGN IMPLEMENT EVALUATE

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Tools

  • 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).

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Examples: Low-Fidelity Prototype

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Examples: Low-Fidelity Prototype

http://www.mindspring.com/~bryce_g/projects/lo_fi.html

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Examples: Low-Fidelity Prototype

http://bmrc.berkeley.edu/courseware/cs160/fall99/projects/t4/body/low-fi/

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User Testing

NEEDS DESIGN IMPLEMENT EVALUATE

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Tools

  • 3-4 group members
  • Greeter/Facilitator
  • Computer (not necessary for low-fi testing)
  • 2 Observers/Note takers
  • Prototype
  • Users!!!!
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User Testing

http://www.cs.waikato.ac.nz/usability/facilities.html http://www.itl.nist.gov/iad/gallery.html

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High Fidelity “Interactive” Prototype

NEEDS DESIGN IMPLEMENT EVALUATE

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Tools

  • HTML & Javascript
  • Java JFC/Swing
  • Visual C++, Visual Basic
  • Flash MX, Director
  • Mac Interface Builder
  • others…or a mix of the above!!!
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Examples: Interactive Prototype

From cs160 at UC Berkeley

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Examples: Interactive Prototype

From cs247a at Stanford University

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Examples: Interactive Prototype

From cs160 at UC Berkeley

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Examples of Projects

  • Visual Voicemail
  • Interactive Academic Planner
  • Suzie Q
  • ToneDeaf Revolution
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Appendix

Details on each of the data gathering techniques

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Getting Users Involved

NEEDS DESIGN IMPLEMENT EVALUATE USE

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Stages 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

  • f the Design Process!
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An 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)

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Questionnaires

  • 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

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Likert 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

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Interviews

  • 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

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Focus groups

  • Group Interviews

– Can be 2 or more

  • Try to work with representatives of

intended users

  • Try to bring out differences
  • Require expert facilitation
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Naturalistic 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

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Insights 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 observer’s bias

– What you take for granted can blind you

  • The Heisenberg principle

– Observation changes what is being observed

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Observational Data Gathering

  • Notes
  • Camera
  • Audio
  • Video

– Good for presentations, hard to analyze – It’s the AUDIO, stupid.

  • Diaries

– User diaries

  • Logs
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Controlled 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

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Studying documentation (artifacts)

  • Official documentation/description
  • Physical and digital artifacts in the

environment

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Data 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 won’t remember it well