Lecture 6 User-oriented Design Mark Woehrer CS 3053 - - - PowerPoint PPT Presentation

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Lecture 6 User-oriented Design Mark Woehrer CS 3053 - - - PowerPoint PPT Presentation

Lecture 6 User-oriented Design Mark Woehrer CS 3053 - Human-Computer Interaction Computer Science Department Oklahoma University Spring 2007 [Taken from Stanford CS147 with permission] CS 3053 - Mark Woehrer - Prototyping NEEDS DESIG


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CS 3053 - Mark Woehrer -

Lecture 6 – User-oriented Design

Mark Woehrer CS 3053 - Human-Computer Interaction Computer Science Department Oklahoma University Spring 2007 [Taken from Stanford CS147 with permission]

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Prototyping

NEEDS DESIG N 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 tradeofgs

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Low-Fidelity “Paper” Prototype

NEEDS DESIG N 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 DESIG N 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 DESIG N 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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CS 3053 - Mark Woehrer -

Examples: Interactive Prototype

From cs247a at Stanford University

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CS 3053 - Mark Woehrer -

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 of 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)
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Questionnaires

  • Qualitative vs. quantitative data
  • Motivation to complete – Response

rate

  • Uses of on-line questionnaires
  • Good for demographics, evaluation
  • f specific features or properties
  • Design of Scales

– Precision – Efgort 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 easy was the system to use? Easy___________________________________Difficult

Strongly Agree Agree Neutral Disagree Strongly Disagree

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Interviews

  • Degrees of structuring for difgerent

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 difgerences
  • 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

  • Seeing what is invisible to inhabitants

– What they say vs. what they do

  • 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)

  • Offjcial 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 efgort

– Understand the tradeofgs

– Use a combination of techniques

– Balance specific goals and openness

  • Support data-gathering with appropriate

props

  • Run a pilot trial