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Required Reading Overview Introduction Design Processes Jrg Cassens Linear Models Iterative Models SoSe 2019 References Contextual Design of Interactive Systems SoSe 2019 Jrg Cassens Overview 1 / 81 Foreword Required


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Required Reading Introduction Design Processes Linear Models Iterative Models References

Overview

Jörg Cassens

SoSe 2019

Contextual Design of Interactive Systems

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Foreword

Does good design pay?

A simple premise: If we design and develop digital products in such a way that the people who use them can easily achieve their goals, they will be satisfied, effective, and happy. They will gladly pay for our products—and recommend that others do the same. Assuming that we can do so in a cost-effective manner, this will translate into business success. (Cooper et al., 2014) Does it? What do you think?

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

Required Reading

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

Week 1

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

Assignment 2.1: D. Norman

Required Reading

Required reading for week 1

Norman, Donald A. “Human-centered design considered harmful.” interactions 12, no. 4 (2005): 14-19.

The text will be discussed in the tutorial 16.04.2019 Course readings can be downloaded in the learnweb Every text has a wiki-page in the learnweb

Use it to describe the text Use it to link the text to the course

Results of the discussion may also be written up

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

Academic Literacy: Reading

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

General Structure

Title Abstract Introduction Methods

Analysis Design Implementation

Results

Evaluation

Discussion/Conclusions

Further Works

Acknowledgements References

☞ xkcd: dubious study

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

Skim & Read

Do not read from start to finish

1

Abstract

2 Conclusions 3 Introduction 4 “the rest”

Whether you continue with the conclusions or the introduction depends on your familiarity with the topics...and on the length of the sections

☞ Calamities of Nature

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

Skim, Re-Read, Examine, Summarize

Another approach championed by Natalia Rodriguez Four steps

Skim

Read for “big picture”

Re-read

Examine graphs, tables, figures Interpret the data yourself

Examine

What problems are addressed? Why is it important? Is the method good?

Summarize

Write a summary of key point in own words

☞ Elsevier Connect, ☞ research4life.org

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

Three Pass Reading

Read the Paper in three passes

1

Quick scan to get a bird’s-eye view of the paper to be able to answer the five C:

1

Category: What type of paper is this?

2

Context: Which other papers is it related to?

3

Correctness: Do the assumptions appear to be valid?

4

Contributions: What are the main contributions?

5

Clarity: Is the paper well written?

2 Read the paper with greater care, but ignore details such as proofs

Aferwards, you be able to summarize the main thrust of the paper, with supporting evidence, to someone else

3 Attempt to virtually re-implement the paper

Making the same assumptions as the authors, try to re-create the work

☞ S. Keshav: How to Read a Paper

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

What to Look For

Five elements to look out for:

1

A significant question or claim

2 A position in the academic debate 3 An explanation of the research method or approach 4 A presentation of the findings and argument 5 A statement of the implications and contributions of the research study

You should also aim to place a journal article within the broader academic debate ☞ Nicholas Carah and Eric Louw: Guide to reading journal articles

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Week 1 Academic Literacy: Reading

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Paper on Reading Papers

RV Subramanyam

“The reader should begin by reading the title, abstract and conclusions first. If a decision is made to read the entire article, the key elements of the article can be perused in a systematic manner effectively and efficiently. A cogent and organized method is presented to read articles published in scientific journals.” Subramanyam R V. Art of reading a journal article: Methodically and effectively. J Oral Maxillofac Pathol [serial online] 2013; 17:65-70. Available from: http://www.jomfp.in/text.asp?2013/17/1/65/110733

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Week 1 Academic Literacy: Reading

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Notes & Annotations

Annotations

The paper advantage Notes, marks, scribbles, Post-Its are sign of active, creative examination of the content

Notes

Never read a text without pen & paper

cc by-nc Manuel Sanfuentes cc by Kristian D.

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Week 1 Academic Literacy: Reading

Introduction Design Processes Linear Models Iterative Models References

Excerpts

Reproducing parts of a text Paraphrased or word-by-word WordNet synonyms: excerpt, excerption, extract, selection

1 Orientation

Get a grip of the structure of the text

2 Excerpt

Work with the text – “what is the contribution of this part of the text?” and “what are the main points made?”

3 Compact

Summarize the texts and the excerpts

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Week 1 Academic Literacy: Reading

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Visualisation

Visualisation

Mindmaps, Concept Maps, ...

Individual preferences

cc by-nc-sa Kevin Lim cc 0

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Errors What do you mean? Choices Hardware Mitigation

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Introduction

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Assignment 2.2: Buzzword Bingo

Discussion

Please share your associations with the following terms:

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Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction

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Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction Design rules

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Errors What do you mean? Choices Hardware Mitigation

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Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction Design rules Human-Centred Design Processes

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Errors What do you mean? Choices Hardware Mitigation

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Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction Design rules Human-Centred Design Processes User tests

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Errors What do you mean? Choices Hardware Mitigation

Design Processes Linear Models Iterative Models References

Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction Design rules Human-Centred Design Processes User tests Field studies

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Errors What do you mean? Choices Hardware Mitigation

Design Processes Linear Models Iterative Models References

Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction Design rules Human-Centred Design Processes User tests Field studies Storyboards

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Errors What do you mean? Choices Hardware Mitigation

Design Processes Linear Models Iterative Models References

Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction Design rules Human-Centred Design Processes User tests Field studies Storyboards Personas

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Errors What do you mean? Choices Hardware Mitigation

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Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction Design rules Human-Centred Design Processes User tests Field studies Storyboards Personas Scenarios

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Errors What do you mean? Choices Hardware Mitigation

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Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction Design rules Human-Centred Design Processes User tests Field studies Storyboards Personas Scenarios Prototypes

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Errors What do you mean? Choices Hardware Mitigation

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Assignment 2.2: Buzzword Bingo

Discussion

Human-Computer Interaction Design rules Human-Centred Design Processes User tests Field studies Storyboards Personas Scenarios Prototypes Evaluation

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Errors

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Notes

Quelle: ☞ The Daily WTF

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Word of the Day

Quelle: ☞ The Daily WTF

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Google Quick Search

Quelle: ☞ The Daily WTF

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What do you mean?

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OK or Cancel?

Quelle: ☞ Ryan from gdgt

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Errors What do you mean? Choices Hardware Mitigation

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Quicktime

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Brill Publishing

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Errors What do you mean? Choices Hardware Mitigation

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Fabricland

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Errors What do you mean? Choices Hardware Mitigation

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Choices

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Errors What do you mean? Choices Hardware Mitigation

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Icons PC

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Errors What do you mean? Choices Hardware Mitigation

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Icons Mobile

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Errors What do you mean? Choices Hardware Mitigation

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Calculators

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Errors What do you mean? Choices Hardware Mitigation

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Font Preferences

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Errors What do you mean? Choices Hardware Mitigation

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Hardware

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Ballot

cc by-nc-nd ☞ Julian Bleecker – Easily readable...for whom?

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Knobs and Arows

How to prepare for the presentation? (cc Danny Hope)

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Affordances

“Push here”, “Pull here”

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Superficial

These problems are only “skin deep” What about problems that do not manifest themselves in what we see? What about problems stemming from the fact that some activity is not supported? Common problems: Computers...

...are rude, the user is at fault ...require you to think like a computer, e.g. “Enter SSID” ...are sloppy, e.g. asking you to save a document afer you printed it ...require humans to do the heavy lifing, e.g. try to paste formatted text

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Mitigation

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Introduction

Development and design of digital media and sofware applications can become very costly for larger projects For small projects with one or few developers, ad-hoc approaches may work More extensive productions require communication and coordination Classic problem of sofware development Ofen a mixture of different areas

Sofware design Media design Usability design User experience design

Focus here

Iterative processes Human-centred models

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UX

User experience (UX) design has three overlapping concerns (Cooper et al., 2014)

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Design

Definition

Human-oriented design activities include: Understanding the desires, needs, motivations, and contexts of people using products Understanding business, technical, and domain opportunities, requirements, and constraints Using this knowledge as a foundation for plans to create products whose form, content, and behavior are useful, usable, and desirable, as well as economically viable and technically feasible

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Learning outcomes

Understanding the necessities of design processes Specific challenges when developing and designing interactive systems

Particularly involving digital media

Different human-centred processes and their advantages and shortcomings Be aware that there are different challenges for

Interactive productivity sofware Games Digital media

One needs to find a fitting model and then understand how to use it

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Design Processes

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Goals

The design process should be ...

goal-oriented have the desired use, material, cost, usability and user experience in mind should enable creativity include cost and goal planing make decisions traceable

We also need plans and requirements

Where are we? What is missing?

Flexibility and alternatives should be possible

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Usability Engineering

Usability Engineering and user experience design cannot stand on their own They need to be connected to sofware development methodologies Different process models and design philosophies are differently suitable Mediation between different “stakeholders” is a key issue for usability experts

We need to know and understand sofware engineering processes We need to know and understand artistic and design processes We need to communicate with customers and users

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Assignment 2.3: Gadget Design

Group Work

What about a new gadget that includes: FM-Radio “something with USB” CD-Player Telephone Answering machine (Alarm) Clock Lamp (night stand or desk) Maybe even:

TV “Smart features” (controlling toaster, coffee machine)

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Assignment 2.3: Project Idea

Group Work

Form groups of 3-6 Describe product & process Product:

Develop the outline of a project idea which would implement such a system Prepare a short pitch

Process:

How would you manage development How would you make sure your product is usable and can be implemented?

Pitch your idea in the course

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Linear Models

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Systems Engineering

According to Bahill and Gissing (1998)

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Waterfall

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Waterfall

“In my experience, ...the simpler model has never worked on large sofware development efforts ...” – Royce (1970)

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Advantages and Disadvantages

Advantages

Clear demarcation of phases Easy planing and control Simple cost estimates

Disadvantages

Does not scale Inflexible requirements Realization starts late Late discovery of faulty conceptualizations

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Results

What is interesting is more the aspects than the structure

Analysis – Understanding the world Concept – Designing a solution Implementation – Realization of said solution Evaluation – Test of said solution

We will need to cover these aspects

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Iterative Models

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References

Waterfall – Do it twice

Royce (1970)

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Praxis

Development processes are rarely as simple and straight as the linear models suggest Changes in requirements or requirements that are hard to formalize make the “waterfall” difficult to follow Worst case: develop a product removed from user requirements that will not be usable Sofware engineering has therefore developed different process models to counter these aspects Just a few examples

Spiral model Unified process model (rational) Agile Models

Feature driven development Scrum

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Iterative Models

Iterative models paint s a much more realistic picture of development processes In real world settings, there will be phases where different sub tasks will be worked on independently

Producing media

Later project phases will need a stronger relationship It is important to keep some aspects in mind

Different design activities can take a different amount of time and cannot easily be parallelized Decision in some areas might be costly to revise later (music, video production)

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User-Centred Design

Definition

A User-Centred Design Process is a method, that includes relevant human factors caters for conscious and accountable decisions helps set the focus on important questions and requirements supports evaluation and testing of assumptions Process as well as product are based on goals, activities, tasks, capabilities, needs and context of users. Therefore, user participation plays a role early in the process. To be able to measure success, requirements need to be translated into quantifiable and measurable criteria

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ISO Model

Planning UCD Process Finished Product

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ISO Model

Planning UCD Process Finished Product Requirements Elicitation

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ISO Model

Planning UCD Process Finished Product Requirements Elicitation Requirements Specification

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ISO Model

Planning UCD Process Finished Product Requirements Elicitation Requirements Specification Design & Production

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ISO Model

Planning UCD Process Finished Product Requirements Elicitation Requirements Specification Design & Production Evaluation

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ISO Model

Planning UCD Process Finished Product Requirements Elicitation Requirements Specification Design & Production Evaluation

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ISO Model

Planning UCD Process Finished Product Requirements Elicitation Requirements Specification Design & Production Evaluation

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Usability

Definition

The official ISO 9241-11 definition of usability is: “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” It should be easy for the user to become familiar with and competent in using the user interface during the first contact It should be easy for users to achieve their objective through using the interface It should be easy to recall the user interface and how to use it on subsequent visits

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Processes and Steps

The ISO-Standard gives only a broad definition of human-centred processes A couple of different approaches can be classified as being instantiations of such an abstract definition We will ofen find the following aspects

Analysis (Requirements Elicitation)

Description of context Description of user Activity analysis Artefact analysis

Concept (Requirements Specification)

Activity design Information design Interaction design

Prototypical Implementation (Design & Production) Evaluation (Evaluation)

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Assignment 2.4: Learning Support Systems

Group Work

What about a new learning management system that can help you Access course material Connect material from different sources Upload and share your own material Helps you organize your study groups Gives you early feedback on your learning outcomes Helps you write reports and do assignments

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Assignment 2.4: Project Idea

Group Work

Form groups of 3-6 Describe product & process Product:

Develop the outline of a project idea which would implement such a system Prepare a short pitch

Process:

How would you manage development How would you make sure your product is usable and can be implemented?

Pitch your idea in the course

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Analysis

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Context- and Institutional Analysis

To begin with, we need to describe the context of use of the product

Production, safety-critical, entertainment Market analysis – expectations of users

Description of the spatio-temporal setting for using the system

Is it to be used outside? At what time?

Description of the institutional context of use

for business sofware, how is it used in the business

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User Analysis

Description of the target audience of the system

Physical and cognitive abilities Cultural and social factors

Different methods available

User classes – the potential users of the system are categorized into different classes, using a range of criteria

Experts, casual users Roles they have using the system

Personas – concrete, but fictitious description of person dealing with the system

Primary, secondary, negative

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Task Analysis

Different techniques can be used, such as interviews or ethnological studies First we need to know, how the users work today

And that is not how they (or their boss) thinks how they do it

Individual activities, tasks and operations can be identified and e.g. hierarchically organized Different models exist, for example the Hierarchical Task Analysis (HTA) Example: In a bank, the tasks REVIEW-ACCOUNTS can be divided into:

RETRIEVE-ACCOUNT-LIST FIND-RECENT-ACTIVITY REVIEW-ACTIVE-ACCOUNTS

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Hierarchische Aufgabenanalyse

☞ Nick Gibbins

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Artefact Analysis

Description of artefacts used What are the “things” that are being used? And how? What is an artefact? A culturally defined object.

Office furniture Pens, staplers, hole punchers Protocols Forms Files Computer (Hard- and Sofware)

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Artefacts

cc by-nc-sa Ian Lewis

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Assignment 2.5: Artefacts

Discussion

What artefact use do you notice?

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Concept & Design

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Activity Design

First step: what activities are to be supported by the new system? Some process models have this as an explicit step (e.g. Scenario-Based Development) Challenges and opportunities of current situation are transformed into system behaviour

Keep opportunities and address challenges

Goal: specification of what can be done with the system

What information is made available? What operations are possible? What kind of results is getting delivered?

Activity design defines the opportunities, but the experience is constructed through the interface The activity design has to be transformed into a design that supports bi-directional interaction of human and computer

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Gulfs

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Information Design

The objects and actions possible in a system are represented and arranged in a way that facilitates perception and understanding Includes the design of

Application screens Web pages Menus Dialogs Icons

Other modalities

Sound

Speech synthesis

Tactile

Force feedback game controls

Visual

3D-displays (geowall)

Addresses the Gulf of Evaluation

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Interaction Design

Goal: specify the mechanisms for accessing and manipulating task information Information design focuses on determining which task objects and actions to show and how to represent them Interaction design tries to make sure that people can do the right things at the right time Broad scope:

Selecting and opening a spreadsheet Pressing and holding a mouse button while dragging it Specifying a range of cells

Addresses the Gulf of Execution

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Implementation

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Prototypical Implementation

Instead of “Do it right the first time” we will develop iterative prototypes A prototype is a concrete but partial implementation of a system design Constructed and evaluated to guide redesign and refinement Created to explore many questions during system design

System reliability Bandwidth consumption Hardware compatibility

User interface prototype

Built to explore usability issues

User interface prototypes can be built early on in the design process

Paper prototype

Late prototypes will probably be very close to the actual system (depending on process model)

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Evaluation

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Evaluation

Necessary to assess progress and satisfaction of requirements

Formative and summative

Helps understanding the activity and resulting requirements This leads to enhanced specifications and implementations Evaluation can start early in the process

Not only “finished” Sofware can be evaluated Evaluation of User-Interface-Specifications

Evaluations help to detect deficits in the design early on and to correct mistakes

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Assignment 2.6: Evaluation and Analysis

Group Work

Form groups of 3-6 Use a system you are acquainted with and research your use of it

Learnweb Webmail LSF

Let group members use the system and describe their activities and problems

E.g. download of course material

Document your findings Present your findings in the course

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Overview

Jörg Cassens

SoSe 2019

Contextual Design of Interactive Systems

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References I

Bahill, A. T. and Gissing, B. (1998). Re-evaluating systems engineering concepts using systems thinking. IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Reviews), 28(4):516–527. Cooper, A., Reimann, R., Cronin, D., and Noessel, C. (2014). About Face (fourth edition): the essentials of interaction design. John Wiley & Sons. Norman, D. A. (2005). Human-centered design considered harmful. interactions, 12(4):14–19. Royce, W. W. (1970). Managing the development of large sofware systems: concepts and techniques. In Proceedings IEEE WESTCON, pages 1–9, Los Angeles.

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