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Comprehensive Guide to Conceptual Design in Technology by Mohamad Eid

Understand the intricacies of conceptual design in technology through structuring information space, creating solutions, and choosing design concepts. Explore tools like brainstorming, card sort, semantic networks, personas, scenarios, and more.

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Comprehensive Guide to Conceptual Design in Technology by Mohamad Eid

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  1. Design Chapter 6 Mohamad Eid

  2. Outline • Technology Myopia • Conceptual Design • Physical Design • Evaluation • Physical Design Cont. • Interface Design Standards • Case Study: Olympic Messaging System (OMS) Mohamad Eid

  3. Technology Myopia • Interaction designs must be sensitive to: • Human-human communication • Implicit Knowledge • Non-technical aspects of work Integrate technology and human activities carefully Mohamad Eid

  4. Conceptual Design • Conceptual design involves • Structuring the information space • Creating of alternative solutions • Determining which design concept to pursue Mohamad Eid

  5. Conceptual Design • The tools involved in conceptual design: • Brainstorming • Card sort • Semantic networks • Personas • Scenarios • Flowcharts • Cognitive walkthroughs • Use cases Mohamad Eid

  6. Conceptual Design - Brainstorming • Team activity • Stream-of-consciousness • Semantic networks • Storyboarding • Brainstorming sessions generate a lot of material that must be filtered and organized Mohamad Eid

  7. Conceptual Design – Card Sort Card Sorting can be used to discover user-centered groupings • Card sorting can be used to organize the information collected in the discovery phase • Used to define groupings for menus, controls and Web page content • Used to generate labels for menus, buttons and navigation links Mohamad Eid

  8. Conceptual Design – Card Sort • Result of a card sort Mohamad Eid

  9. Conceptual Design – Card Sort • Advantages of card sorting sessions: • They are quick and easy to perform. • They can be done before any preliminary designs have been made. • They will let you know how people organize information. • They will expose underlying structures. Mohamad Eid

  10. Conceptual Design – Card Sort • Disadvantages of card sorting sessions: • They only involve the elements that you have written on the cards. • They suggest solutions that imply structures. • They become difficult to navigate with more categories. Mohamad Eid

  11. Conceptual Design – Semantic Network • A semantic network is a web of concepts that are linked through association. Mohamad Eid

  12. Conceptual Design – Semantic Network • Advantages of semantic networks: • They allow an easy way to explore the problem space. • They provide a way to create clusters of related elements. • They provide a graphical view of the problem space. • They resonate with the ways in which people process information. Mohamad Eid

  13. Conceptual Design – Semantic Network • Disadvantages of semantic networks: • They require knowledge of the problem space. • They can lead beyond the problem space. • There is no formal semantics for defining symbol meaning. Mohamad Eid

  14. Conceptual Design – Personas • Personas are archetypes of actual users, defined by the user’s goals and attributes. “Personas are derived from patterns observed during interviews with and observations of users and potential user (and sometimes customers) of a product” (Cooper&Reimann, 2003, 67) Mohamad Eid

  15. Conceptual Design – Personas • A persona is created by identifying the primary stakeholder and creating an identity based on the stakeholder profiles and other collection activities such as interviews and surveys. • A persona is a detailed description complete with as many personally identifying attributes as necessary to make it come to life. Mohamad Eid

  16. Conceptual Design – Personas Personas should be a strict reflection of the information derived from the collection activities. • If you cannot point to a direct one-to-one relation with an observed user behavior, then that particular persona characteristic is either unnecessary or, more important, erroneous and will lead to incorrect design decisions. Mohamad Eid

  17. Conceptual Design – Personas • Advantages of personas: • They are quick and easy to create. • They provide a consistent model for all team members. • They are easy to use with other design methods. • They make the user real in the mind of the designer. • Disadvantages of personas: • They can be difficult to create if the target audience is international. • Having too many personas will make the work difficult. • There is a risk of incorporating unsupported designer assumptions. Mohamad Eid

  18. Conceptual Design – Scenarios, Flowcharts, and Cognitive Walkthroughs • Scenarios • A description of a typical task • It describes • The basic goal • The conditions that exist at the beginning of the task • The activities in which the persona will engage • The outcomes of those activities Scenarios afford a rich picture of the user’s tasks Mohamad Eid

  19. Conceptual Design – Scenarios, Flowcharts, and Cognitive Walkthroughs • Flowcharts can be: • Simple network diagrams that identify the pages of a Web site and the navigational links between them • Sophisticated diagrams that capture conditional junctures and computational processes Mohamad Eid

  20. Conceptual Design – Scenarios, Flowcharts, and Cognitive Walkthroughs • Cognitive walkthrough - the evaluator follows the various scenarios using the flowcharts or the low-fidelity prototypes • The evaluator takes the part of the primary stakeholder and tries to accomplish that stakeholder’s various tasks Mohamad Eid

  21. Physical Design • The physical design involves: • What it will look like • What components it will require • How the screens will be laid out • We use the following tools during this phase: • Low-fidelity prototypes • Evaluations • Wireframes • Functional prototypes Mohamad Eid

  22. Physical Design - Low-fidelity prototypes • Nielsen distinguishes between two types of prototypes • Horizontal • Vertical Mohamad Eid

  23. Physical Design - Low-fidelity prototypes • The three main criteria for low-fidelity prototypes: • Easy and inexpensive to make. • Flexible enough to be constantly changed and rearranged. • Complete enough to yield useful feedback about specific design questions. Mohamad Eid

  24. Physical Design - Low-fidelity prototypes People are more comfortable criticizing paper prototypes • You will have to make some decisions before you begin: • What feedback do you need at this point in the design process? • How much of the design should you prototype? • Should you cover all of the areas but without great detail (breadth vs. depth)? • Should you cover one area in great detail? • These questions will help you to define the scope of the prototype and focus on what you want to accomplish Mohamad Eid

  25. Physical Design - Low-fidelity prototypes • Advantages of paper prototypes: • They can be used early and often. • They are inexpensive and easy to create. • They make design ideas visual. • No special knowledge is required; all team members can create them. • Disadvantage of paper prototypes: • They are not interactive. • They cannot be used to calculate response timings. • They do not deal with interface issues such as color or font size. Mohamad Eid

  26. Physical Design Cont. - Wireframes • Wireframes define: • Basic page layout • Screen components • Wireframes are developed from flowcharts and paper prototypes • They are basically more evolved paper prototypes that include detailed information about the interface elements Mohamad Eid

  27. Physical Design Cont. - Wireframes Wireframes help to create template layouts that can be used to impose a consistent structure throughout the interface Mohamad Eid

  28. Physical Design Cont. – Wireframes • Web Formats • Web sites from different domains use layouts particular to that domain Use page layouts that are common to the domain Use flexible design for Web pages Mohamad Eid

  29. Evaluation – Functional Prototypes • Functional prototypes are interactive prototypes that represent various degrees of functionality • They can either be horizontal or vertical • Functioning prototypes can be created using RAD environments, such as: • Microsoft • Visual Studio • Adobe • Flash • Dreamweaver • Director Mohamad Eid

  30. Interface Design Standards • These tools promote standards-based designs that have a consistent look and feel • Graphical libraries • User interface toolkits • Visual interface builders • Web development tools • Working in a standardized environment increases efficiency and promotes learning (Cooper & Reimann, 2003) Mohamad Eid

  31. Interface Design Standards • Shneiderman and Plaisant (2005, 185) identified the following benefits from the use of high-level software tools • User Interface Independence • They separate interface design from internals. • They enable multiple user interface strategies. • They enable multiple-platform support. • The establish the role of the user interface architect. • They enforce standards. • Methodology and Notation • They facilitate the development of design procedures. • They help in finding ways to talk about design. • They create project management. Mohamad Eid

  32. Interface Design Standards • Rapid Prototyping • The make it possible to try out ideas very early. • They make it possible to test, revise, test, revise, . . . . • They engage end users—managers and customers. • Software Support • They increase productivity. • They offer constraint and consistency checks. • They facilitate team approaches. • They ease maintenance. Mohamad Eid

  33. Case Study: Olympic Messaging System (OMS) • Developed by Gould for the 1984 Los Angeles Olympics • Led to the recognition of the term ‘user-centered design’ • Objective: • Develop a system to allow communication among thousands of people during the Olympics • Assumptions: • Telephones will not work as people are constantly moving and participating in events • Non-computer users • To be used by over 20 000 people from kiosks Mohamad Eid

  34. Case Study: Olympic Messaging System (OMS) Some of the techniques used: • Initial analysis, interviewing, site visits etc. • Usage scenarios prepared • Commented on by many people • Result: Changes made and some functions dropped • User guide prepared • Modified 200 times before final version decided • Simulations constructed and evaluated • Primary purpose: Designing help messages • Result: Discovered need for consistent ‘undo’ and ‘go back’ functionality • Prototype constructed • Result: Many more iterations • ‘Hallway’ method • Soliciting opinions of passers-by • ‘Try-to-destroy-it’ method • Hire hackers to try and break it Mohamad Eid

  35. Case Study: Olympic Messaging System (OMS) Conclusions: • Focus on users and their tasks early, and keep them central • Measure reactions using prototype manuals and systems • Design iteratively because even highly-skilled designers get it wrong • Usability factors must evolve together and be under the control of one group • The extra work of user-centered design greatly reduces work later on Mohamad Eid

  36. Ευχαριστώ 谢谢 DMnvwd Dankie go raibh maith agaibh ありがとう متشکرم WAD MAHAD SAN TAHAY GADDA GUEY Asante Urakoze Mohamad Eid

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