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Learn about the importance of identifying user needs, tools for need-finding, direct observation techniques, contextual inquiry, and supplementary methods like diary studies and ethnography. Explore the design process involving ideating, storyboarding, and prototyping for user-centered products.
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Midterm Review Christine Robson October 11, 2007
Midterm logistics • Soda 405 and Soda 320 • Closed book, closed notes, no electronic devices • Have the full class period
Design process NEEDS DESIGN EVALUATE IMPLEMENT Modified from Preece, Rogers, and Sharp, Interaction Design
Needs and need-finding • Identifying users needs • Latent needs, root causes • Not wants, symptoms, bugs • Techniques for eliciting and interpreting users’ needs • Interviews • Direct Observation • Needs belong to people (not entities)
Tools for need-finding • Market research/competitive analysis • Identifying gaps in the current market • Identifying gaps in competitors’ offerings • Business perspective, customer (rather than user) focus • Team with business folks • Interviewing prospective users • Direct observation
Direct Observation Observe participants engaged in the desired activity • In the typical context of that activity • In a manner that allows you to partner with them to elicit more rich details about the process You’ll need • Good participants • Good setting • Good timing • Flexibility
Asking vs. Observing • Some of the best designs are unnoticeable • Norman examples • Some work-arounds become invisible • Observing helps you see what, but often need to ask to understand why • Asking and observing are complementary • Immersion leads to direct observation and better interviews
Doing a Contextual Inquiry • Direct Observation + Interviewing • In natural context of activity • Intentionally pick participants, location, time • Follow where the participant leads (partner) • Learn user’s vocabulary • Gather artifacts, recordings
Outcome of CI • Experiencing it is perhaps the most important! • What are we going to do with all this data? • Analyze • Reporting Goal: Gain understanding of user
Goal of a CI • Gain understanding of user • What resources are used to accomplish task? • What hindrances encountered in accomplishing task? Analyze data to get better description and understanding of resources and hindrances
Resources used • Tools, devices • Cell phone, computer, shovel • Information • Web page, phone directory • Other people • Expert, peer, grad student
Hindrances encountered • Not having the right tool • Workarounds • Unable to access resources needed • Can’t find information • People unavailable • Unaware of important information • Confusion
Supplementary methods • i.e. Focus Groups & User Surveys • Conduct after contextual inquiry • Better understanding enables forming more focused questions • Adding more breadth • More time-efficient
Diary study • Asking people to keep a diary of their interactions with a computer system, any significant events or problems during their use of a system, or other aspects of their working life • Record the date and time of an event • Where they are • Information about the event of significance • Ratings about how they feel, etc.
Ethnography • Natural settings • a commitment to studying activities in the “natural” setting in which they occur • Descriptive • an interest in developing detailed descriptions of the lived experience • Members’ point of view • understanding the participant’s activity from the participant’s point of view • Focuses on what people actually do • understanding the relationship between activities and environment
Other methods • Participatory Design (PD) • Besides partnering in the observation process, users can also actively participate in the design process • Primarily reacting to prototype designs • User-Centered Design (UCD) • Focused on the user, not the technology (we’ve been presuming this)
Design process NEEDS DESIGN EVALUATE IMPLEMENT Modified from Preece, Rogers, and Sharp, Interaction Design
NEEDS DESIGN EVALUATE IMPLEMENT Design • Ideating – expressing ideas • Brainstorming • More ideas more creative better • Group vs. individual creativity • Representing • Sketching • Enacting
Storyboarding • Series of frames depicting key steps in reaching a goal • Mechanically, can use pin board for easy rearrangement / editing • Describe the interaction in context • Show user in at least 1st frame (establishing shot) • User and the environment • User and the system
Fidelity • Fidelity refers to the level of detail • High fidelity • Prototypes look like the final product • Low fidelity • Artists renditions with many details missing • Lo-fi prototypes • Sketches act as prototype • Designer “plays computer” • Other design team members observe & record • Might sound silly, but is surprisingly effective • Widely used in industry
Role-playing • Enacting scenarios, storyboards • Recording on video • Presentations • Publicity • Video records (showing up on YouTube) • Microsoft Surfaces (2007) • http://www.youtube.com/watch?v=QigsOR9r36k • Apple Knowledge Navigator (1987) • http://youtube.com/watch?v=3WdS4TscWH8
Bodystorming • Transformation of abstract ideas and concepts into physical experiences • Imagining the product already exists • Act as if it exists • In the context of how you would use it • Involving entire body in enacting usage • Oulasvirta et al., “Understanding contexts by being there: Case studies in bodystorming” • http://dx.doi.org/10.1007/s00779-003-0238-7
Personas • Archetypal users that represent the needs of larger groups of users, in terms of their goals and personal characteristics • Representing user research • Guide vision and design • Include: • Name • Demographic info • Picture • Paragraph descriptions : User motivations, Goals, Expectations, Personality • Imaginary but precise, specific but stereotyped
Card Sorting • Card sort when you have: • Lots of content • Content that could potentially be organized in multiple ways • Problems with navigation/users finding the correct content • Create cards that break down content to its constituent, generic parts • Allow users to organize and name their own categories
Design process NEEDS DESIGN EVALUATE IMPLEMENT Modified from Preece, Rogers, and Sharp, Interaction Design
Conceptual Model of a System • Design Model • The model the designer has of how the system works • System Image • How the system actually works • The structure and behavior of the system • User’s Model • How the user understands how the system works • Some “repair” between the designer and user • User manual • FAQ
Affordances • “...the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used.” [Norman] • How a thing appears tells us how the thing can be used. • (Whether the implied use matches the intended use is a question for design.)
Metaphors • A means to bring the real world into your interface • You’re borrowing a conceptual model the user has experience with, ie. • A presentation tool is like a slide projector • The painting metaphor in Photoshop • Use it if you have one, but don’t stretch for one if you don’t! • Beware of metaphors that are: too limited, too powerful, too literal or cute, or mismatched
Affordances and metaphors • Metaphors meant to “jump start” user’s conceptual model for a system • Affordances meant to “jump start” user’s conceptual model for interacting with an artifact • As with metaphors, if affordances are designed poorly, they thwart developing a correct conceptual model
Natural mapping • Naturally connecting user’s model with system model • taking advantage of physical analogies and cultural standards • Physical properties (stove burner layout) • Metaphorical/linguistic (on is up) • Analogous function (playback control buttons) “Natural” is individual and culture-specific
Command Based Interactions • Know exactly what to do and how to do it • Can be faster then traditional graphical interfaces
Direct Manipulation • User interacts with visual representation of data objects • Continuous visual representation • Physical actions or labeled button presses • Rapid, incremental, reversible, immediately visible effects • Computer objects as visible moveable objects • Icons to represent items • Items can be “picked up” and moved • Items can be “thrown out” • Items can be “copied”
Direct Manipulation- Design Principles • Affordances: Perceived and actual properties of a thing that determine how the thing could be used • Natural mapping: • Physical arrangement of controls should match arrangement of functions • Best mappings are direct, but natural mappings don’t have to be direct • Visibility: Capabilities and relevant parts of your system should be visible • Don’t make the user guess if you have functionality- show them! • Feedback: Always let the user know that you caught their action
How do you interact with your computer? • Keyboards • QWERTY vs. Dvorak • Chorded, Ergonomic, etc • Mouse • Joystick • Gesture Interfaces • Stylus • Touchscreens • Speech Interfaces
Natural Language Processing (NLP) • automated generation and understanding of natural human languages • language generation systems • convert information from computer databases into normal-sounding human language • natural language understanding systems • convert samples of human language into more formal representations that are easier for computer programs to manipulate
User Interface Consistency • The Principle of Least Surprise • Similar things should look and act similar • Different things should look different • Other properties • Size, location, color, wording, ordering • Command/argument order • Pre-fix vs. post-fix • Follow platform standards
Kinds of Consistency • Internal consistency within your application • External consistency with other applications on the same platform • Metaphorical consistency with your interface metaphor or similar real-world objects
Soft vs. Hard Buttons • Hard Buttons • “real” buttons • Generally have a single action • Soft Buttons • Programmable buttons or options • Can appear and disappear in different modes
Progressive vs. interruptive feedback • Feedback can be progressive, a part of the sequence of actions themselves • Feedback can also be interruptive, a break in the sequence of actions • Smooth is usually preferred to interruptive
Designing for experts and novices • Often difficult to design for both at once • Experts require rapid control and feedback. The computer is interrupted more by them • Novices require steady and comprehensible control and feedback. They are interrupted more by the computer
Stage Theory of Human Perception & Memory maintenance rehearsal Sensory Image Store Sensory Image Store WorkingMemory WorkingMemory Long Term Memory Long Term Memory elaboration decay decay,displacement decay? interference? • Working Memory: • Small capacity • ~ 7 +/- 2 chunks Long Term Memory: • Huge capacity “Short Term” • Visual information store • Auditory information store • Pre-attentive Processing
Recall vs. Recognition • Who were the seven dwarves in snow white? Grouchy Sneezy Smiley Sleepy Pop Grumpy Cheerful Dopey Bashful Wheezy Doc Lazy Happy Nifty Sleepy • Does that help?
Leveraging social behavior • Others benefit from my work • I benefit from others’ work • The more people who participate, the more interesting it is (viral) • Social side effects from individual work • Linking social benefits with individual benefits • Leveraging social work (Tom Sawyer)
Communities • Applications can foster online community • UI’s reflect the social characteristics of the community • examples: • Tagging websites • Virtual worlds
Design process NEEDS DESIGN EVALUATE IMPLEMENT Modified from Preece, Rogers, and Sharp, Interaction Design
Gulfs of execution and evaluation • Gulf of execution • How do I do it? • Gulf of evaluation • What did it do? evaluation execution
The Gulfs Where thought is required • Gulf of execution -- thinking required to figure out how to get something done -- transforming high-level intention into specific physical actions • Gulf of evaluation -- thinking required to understand what is being perceived -- transforming raw sensory data into an understanding of objects, properties and events
Semantic & Articulatory Distance • Semantic: is it possible to say what one wants to say? • Can it be said concisely? • Articulatory • Make form of expression similar to meaning of expression • i.e. onomatopoeia: “boom” of explosion; “cock-a-doodle-doo” of roosters. User’s Goals Meaning of Expression Semantic Distance Articulatory Distance Form of Expression
Modes & Mode Errors • Modes: states which have different meanings • A mode error occurs when a user performs an action that is appropriate to a different mode and gets an unexpected and undesired response. • Avoiding mode errors • Eliminate modes • Visibility of mode • Show me I’m in CAPS LOCK • Spring-loaded or temporary modes • Click to highlight • Disjoint action sets in different modes • No overlapping commands
Other Types of Errors • Description Error • Intended action is replaced by another action with many features in common • Putting the wrong lid on a jar • Capture Error • A sequence of actions is replaced by another sequence that starts the same way • Leave home and find yourself walking to class instead of where you wanted to go