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SBD: Activity Design

SBD: Activity Design. CS 3724 - HCI Chris North. Usability Engineering - Chapter 3. Hall of Fame/Shame Presentations. Homework Revisited. Project: Req’s Analysis revisited. ANALYZE. analysis of stakeholders, field studies. claims about current practice. Problem scenarios. DESIGN.

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SBD: Activity Design

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  1. SBD: Activity Design CS 3724 - HCI Chris North Usability Engineering - Chapter 3

  2. Hall of Fame/Shame Presentations

  3. Homework Revisited

  4. Project: Req’s Analysis revisited

  5. ANALYZE analysis of stakeholders, field studies claims about current practice Problem scenarios DESIGN Activity scenarios metaphors, information technology, HCI theory, guidelines iterative analysis of usability claims and re-design Information scenarios Interaction scenarios PROTOTYPE & EVALUATE summative evaluation formative evaluation Usability specifications

  6. Root concept: vision, rationale, assumptions, stakeholders SBD and Requirements Analysis Field studies: workplace observations, recordings, interviews, artifacts Summaries: stakeholder, task, and artifact analyses, general themes Problem scenarios: illustrate and put into context the tasks and themes discovered in the field studies Claims analysis: find and incorporate features of practice that have key implications for use

  7. ANALYZE analysis of stakeholders, field studies claims about current practice Problem scenarios DESIGN Activity scenarios metaphors, information technology, HCI theory, guidelines Functionality iterative analysis of usability claims and re-design Information scenarios Look and feel Interaction scenarios PROTOTYPE & EVALUATE summative evaluation formative evaluation Usability specifications

  8. The Two Faces of HCI Design SYSTEM FUNCTIONALITY customer data ordering Information & Interaction Design product data Activity Design searching browsing LOOK & FEEL payment icons links security menus layout navigation labels fields feedback

  9. SBD: Activity Design • Transform old activities to new activities that use technology • Focus on system “what”,not “how” (why?) “conceptual design”, “task-level design” • Focus on improvements • Iterative Goal: work from problems and opportunities of problem domain to envision new activities Problem scenarios: work from current practice to build new ideas Activity design scenarios: transform current activities to use new design ideas

  10. Problem scenarios: work from current practice to build new Activity design space: brainstorm implications of metaphors and technology Problem claims: look for design ideas that address negatives, but keep positives Activity design scenarios: transform current activities to use new design ideas +/- SBD: Activity Design HCI knowledge about activity design Claims analysis: identify, illustrate, and document design features with key implications +/-

  11. Envisioning new activities • Effectiveness: meets users’ needs • Innovative technology vs. tried-and-true • Generality vs. specific tasks • Comprehension: understandable, predictable • Mental models • Metaphors • Satisfaction: accomplishment, motivating • Automation vs. user control • Individual vs group needs

  12. Activity design process • Design alternatives • Focus on fixing -’s, preserving +’s • Informal methods: • Brainstorm • Try metaphors • Apply technologies • Explore “what if”s, Be creative, out of the box • Systematic methods: • Identify design space -- Morphological Box • Rework scenarios with new design ideas • Participatory design • Coherence, completeness • Track claims • +/-, rationale • Iterate

  13. The Morphological Box • Identify dimensions of the design space • Enumerate all possible solutions PBJ sandwich, on whole wheat, no butter

  14. Metaphors bridge the gap + - User’s Mental Model Designer’s Model The Web Cart Cashier Systematic, logical, comprehensive Ad hoc, informal, incomplete

  15. Brainstorming • Developed in response to “group think” • Basic rules: • Someone keeps list so everyone can see • No idea is too wild • No evaluation • Silence does not mean “DONE” • Fun and “light weight”

  16. Grocery shopping – Reqs analysis review? • Soccer mom: • Shopping cart: • + • - • Shelves/Aisles: • + • -

  17. Metaphors for Grocery Shopping?

  18. New activity scenario? • Online grocery • Soccer mom story:

  19. Grocery shopping – Reqs analysis review • Soccer mom: • Screaming kids • Large quantity • search strategy, lists • Browsing strategy? • weekly repeats • Large Shopping cart: • + 1 slot for 1 kid • + Pile stuff, big stuff underneath • - >1 kid? • - must push, heavy • Shelves • + see lots of stuff fast • - hard to find stuff • - lots of walking

  20. Metaphors for grocery shopping • Pizza delivery • + stay home • - no browsing • Cookbook • + meal oriented • - no customization? • Vending machine • Menu for search stuff • + Automating retrieval of items • - get top item only, can’t pick unbruised fruit…

  21. New activity scenario • Online grocery • Soccer mom story: • Puts screaming kids outside • Repeating purchases using order template • Search for items quickly • Gets helpful linked recommendations: beer + diapers • How does she Browse? Online coupons/specials… • Items get packed for her and delivered to her door (or maybe she picks up, they load into her van for her) • But She notices some items are not correct.

  22. The Morphological Box • Identify dimensions of the design space • Enumerate all possible solutions PBJ sandwich, on whole wheat, with butter

  23. Grocery Shopping – design dimensions?

  24. Grocery Shopping – design dimensions • Online vs. Store • Browse vs. Search • Deliver vs. Pickup

  25. Morph. Box for Grocery Shopping location navigation Possible new ways to grocery shop?

  26. ANALYZE analysis of stakeholders, field studies claims about current practice Problem scenarios DESIGN Activity scenarios metaphors, information technology, HCI theory, guidelines iterative analysis of usability claims and re-design Information scenarios Interaction scenarios PROTOTYPE & EVALUATE summative evaluation formative evaluation Usability specifications

  27. Interpretation Perception Making sense GULF OF EVALUATION Last month’s budget... ? GULF OF EXECUTION Execution System goal Action plan Stages of Action in HCI Information design Human-computer interaction Task goal Interaction design

  28. Homework #2 • Due Thurs • Study Usability Case library • Garden.com • Requirements analysis • Create an HTA for planning a garden • Use existing analysis – stuff you didn’t know • Add own/friends’ knowledge • Hierarchical decomposition • Be thorough

  29. Project Step 2 – Reqmts Analysis • Due next Thurs • Do the UE process • Identify stakeholders • Observe, interview, survey • Analyze data • Develop representations • Users • Problem scenarios • Claims • What’s the REAL problem?

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