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HCI 510 : HCI Methods I. User Needs. HCI 510: HCI Methods I. Norman’s Assignment Stuff we missed from last week Interactive Touch Screen Technology - Example Participatory Design – Introduction Participatory Design – Process Affinity Diagramming Participatory Design – Methods.
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HCI 510 : HCI Methods I User Needs
HCI 510: HCI Methods I • Norman’s Assignment • Stuff we missed from last week • Interactive Touch Screen Technology - Example • Participatory Design – Introduction • Participatory Design – Process • Affinity Diagramming • Participatory Design – Methods
HCI 510: HCI Methods I • Norman’s Assignment • Stuff we missed from last week • Interactive Touch Screen Technology - Example • Participatory Design – Introduction • Participatory Design – Process • Affinity Diagramming • Participatory Design – Methods
NORMAN’S Assignment Think like a usability engineer. Select an object from your home. Analyse it as a usability engineer would. Not the whole object … Just one or two functions. How do you determine what actions are available at any moment with this object ? How is feedback provided ? What is the conceptual model of the system ? What are the affordances of the object ? Due on February 9th 2010
HCI 510: HCI Methods I • Norman’s Assignment • Stuff we missed from last week • Interactive Touch Screen Technology - Example • Participatory Design – Introduction • Participatory Design – Process • Affinity Diagramming • Participatory Design – Methods
HCI 510: HCI Methods I (Last Week) • User Centered Design - Introduction • Usability • User Centered Design - Process • User Centered Design - Methods • User Centered Design – Questions • Affordances • Norman’s Principles of User Centered Design
User Centered Design - Process 1. Specify the context of use Identify the people who will use the product, what they will use it for, and under what conditions they will use it. 2. Specify requirements Identify any business requirements or user goals that must be met for the product to be successful.
User Centered Design - Process 3. Create design solutions This part of the process may be done in stages, building from a rough concept to a complete design. 4. Evaluate designs The most important part of this process is that evaluation - ideally through usability testing with actual users - is as integral as quality testing is to good software development.
User Centered Design - Process A Typical User Centered Design Methodology Most user-centered design methodologies are detailed in suggesting specific activities, and the time within a process when they should be completed. The following shows a typical UCD process. In this version, the UCD activities are broken down into four phases: 1. Analysis, 2. Design, 3. Implementation and 4. Deployment,
User Centered Design - Process A Typical User Centered Design Methodology 1. Analysis Phase • Meet with key stakeholders to set vision • Include usability tasks in the project plan • Assemble a multidisciplinary team to ensure complete expertise • Develop usability goals and objectives • Conduct field studies • Look at competitive products • Create user profiles • Develop a task analysis • Document user scenarios • Document user performance requirements
User Centered Design - Process A Typical User Centered Design Methodology 2. Design Phase • Begin to brainstorm design concepts and metaphors • Develop screen flow and navigation model • Do walkthroughs of design concepts • Begin design with paper and pencil • Create low-fidelity prototypes • Conduct usability testing on low-fidelity prototypes • Create high-fidelity detailed design • Do usability testing again • Document standards and guidelines • Create a design specification
User Centered Design - Process A Typical User Centered Design Methodology 3. Implementation Phase • Do ongoing heuristic evaluations • Work closely with delivery team as design is implemented • Conduct usability testing as soon as possible 4. Deployment Phase • Use surveys to get user feedback • Conduct field studies to get info about actual use • Check objectives using usability testing You may notice that “usability testing” appears several times throughout the process, from the first phase to the last. Providing a positive user experience is an ongoing process.
HCI 510: HCI Methods I (Last Week) • User Centered Design - Introduction • Usability • User Centered Design - Process • User Centered Design - Methods • Affordances • Norman’s Principles of User Centered Design
User Centered Design - Methods USERS It is necessary to think carefully about who is a user and how to involve users in the design process. Obviously users are the people who will use the final product or artifact to accomplish a task or goal. But there are other users as well. The people who manage the users have needs and expectations too. What about those persons who are affected in some way by the use of the artifact or use the products and/or services of the artifact? Shouldn’t their needs and expectations be taken into consideration in the design process?
User Centered Design - Methods USERS Eason identified three types of users: primary, secondary, and tertiary. Primary users are those persons who actually use the artifact; Secondary users are those who will occasionally use the artifact or those who use it through an intermediary; Tertiary users are persons who will be affected by the use of the artifact or make decisions about its purchase. The successful design of a product must take into account the wide range of stakeholders of the artifact. Not everyone who is a stakeholder needs to be represented on a design team, but the effect of the artifact on them must be considered.
User Centered Design - Methods Background Interviews and Questionnaires: Collecting data related to the needs and expectations of users; evaluation of design alternatives, prototypes and the final artifact at the beginning of the design project. Sequence of Work Interviews and Questionnaires: Collecting data related to the sequence of work to be performed with the artifact early in the design cycle. Focus Groups: Include a wide range of stakeholders to discuss issues, share their thoughts, feelings, attitudes, ideas, and describe their requirements early in the design cycle. It's often necessary to have an experienced moderator and analyst for a focus group to be effective. On-Site Observation: Collecting information about the environment and context in which the artifact will be used early in the design cycle.
User Centered Design - Methods Participatory Design: Participatory design actively involves users in the design and decision-making processes. This often takes the form of a mini-project to generate prototypes to feed into a project design process. Participatory design sessions require an experienced moderator. This usually occurs early in the design cycle. Role Playing, Walkthroughs, and Simulations: Evaluation of alternative designs and gaining additional information about user needs and expectations; prototype evaluation. This usually occurs early to mid way through the design cycle Usability Testing: Collecting quantitative data related to measurable usability criteria in the later stages of the design cycle. Final Interviews and Questionnaires: Collecting data related to user satisfaction with the artifact in the final stages of the design cycle.
User Centered Design - Methods Worksheet 3 The following table lists a range of user centered design techniques. Fill in the cost, output type and sample size for each of these techniques.
User Centered Design - Methods Worksheet 3
HCI 510: HCI Methods I • Norman’s Assignment • Stuff we missed from last week • Interactive Touch Screen Technology - Example • Participatory Design – Introduction • Participatory Design – Process • Affinity Diagramming • Participatory Design – Methods
Interactive Touch Screen Technology There's been some discussion over the reasons why so many people don't understand touch screen, or "surface" computing, even though research in this area has been going on for years. As the new owner of the HP TouchSmart, I know that I get it.
Interactive Touch Screen Technology The research I've conducted in this area suggests that people will "get-it" only if there is a strong commitment to develop touch-screen "surface" applications through a user-centered, participatory design process. In my view, this should incorporate principles of ethnography, and ensure that usability studies are conducted outside of the lab. This approach was taken with Intel's Classmate PC. Intel has about 40 ethnographic researchers, and sent many of them to work with students and teachers in classrooms around the world.
Interactive Touch Screen Technology Here are some thoughts: When I try to explain my fascination with developing touch-screen interactive multimedia applications, (interactive whiteboards, multi-touch displays and tables, and the like), many of my friends and family members eyes glaze over. This is particularly true for people I know who are forty-ish or over. Even if you are younger, if you never saw the cool technology demonstrated in the movie Minority Report, or if you have limited experience with video games, or if you haven't came within touching distance of an interactive whiteboard, the concept might be difficult to understand.
Interactive Touch Screen Technology The reality? Even people who have the opportunity to use surface computing technology on large screens do not take full advantage of it. Multi-touch screens are often used as single-touch screens, and interactive whiteboards in classrooms are often serve as expensive projector screens for teacher-controlled PowerPoint presentations. Most importantly, there are few software developers who understand the surface computing approach, even with the popularity of the iPhone and iPod Touch. Most focus on traditional business-oriented or marketing applications, and have difficulty envisioning scenarios in which surface computing would be a welcome breath of fresh air
Interactive Touch Screen Technology More thoughts: After studying HCI (Human-Computer Interaction), and relating this knowledge to what I know as a psychologist, my hunch is that the "Window Icon Mouse Pointing-device" (WIMP) and keyboard input mind-set is embedded in our brains, to a certain extent. Like driving a car, it is something automatic and expected. This is true for users AND developers.
Interactive Touch Screen Technology Think about it. Suppose one day, you were told that you no longer were allowed to control your car by turning on the ignition, steering the wheel, or using your feet to accelerate, slow down, or stop the car! Instead, you needed to learn a new navigation, integration, and control system that involved waving your hands about and perhaps speaking a few commands. For new drivers who'd never seen a car before, this new system would be user-friendly and intuitive. Perhaps it would be quite easy for 16-year-old kids to wrap their heads around this concept. For most of us, no. Imagine the disasters we would see on our streets and highways!
Interactive Touch Screen Technology When we think about how newer technologies are introduced to people, we should keep this in mind. In my mind, spreading the word about surface computing is not a "if you build it, they will come" phenomenon, like the iPhone. We can't ignore the broader picture. I believe that it is important that the those involved with studying, developing, or marketing surface computing applications realize that many of us simply have no point of reference other than our experiences with ATMs, airline kiosks, supermarket self-serve lanes, and the like.
Interactive Touch Screen Technology Value of ethnographic research: "Intel looked closely at how students collaborate and move around in classroom environments. The new tablet feature was implemented so that the device would be more conducive to what Intel calls “micromobility”. Intel wants students to be able to carry around Classmate PCs in much the same way that they currently carry around paper and pencil." Intel's approach uses participatory design and allows the set of applications developed for the Classmate PC to reflect the needs of local students and teachers. Schools from many different countries were included in this study.
HCI 510: HCI Methods I • Norman’s Assignment • Stuff we missed from last week • Interactive Touch Screen Technology - Example • Participatory Design – Introduction • Participatory Design – Process • Affinity Diagramming • Participatory Design – Methods
Participatory Design Participatory design (also known as 'Cooperative Design') is an approach to design that attempts to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure that the product designed meets their needs and is usable. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, human-computer interaction, product design, sustainability, planning or even medicine as a way of creating environments that are more responsive and appropriate to their inhabitants and users cultural, emotional, spiritual and practical needs. For some, this approach has a political dimension of user empowerment and democratisation. For others, it is seen as a way of abrogating design responsibility and innovation by designers. Spinuzzi, C., The Methodology of Participatory Design, Technical Communication, Volume 52, Number 2, pp 163-174, 2005.
Participatory Design Participatory design (also known as 'Cooperative Design') is an approach to design that attempts to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure that the product designed meets their needs and is usable. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, human-computer interaction, product design, sustainability, planning or even medicine as a way of creating environments that are more responsive and appropriate to their inhabitants and users cultural, emotional, spiritual and practical needs. For some, this approach has a political dimension of user empowerment and democratisation. For others, it is seen as a way of abrogating design responsibility and innovation by designers.
Participatory Design Participatory design (also known as 'Cooperative Design') is an approach to design that attempts to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure that the product designed meets their needs and is usable. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, human-computer interaction, product design, sustainability, planning or even medicine as a way of creating environments that are more responsive and appropriate to their inhabitants and users cultural, emotional, spiritual and practical needs. For some, this approach has a political dimension of user empowerment and democratisation. For others, it is seen as a way of abrogating design responsibility and innovation by designers.
Participatory Design As the name implies, the approach is about design--producing artifacts, systems, work organizations, and practical or tacit knowledge. Participatory design draws on various research methods (such as ethnographic observations, interviews, analysis of artifacts, and sometimes protocol analysis), these methods are always used to iteratively construct the emerging design. Participatory design's many methods ensure that participants' interpretations are taken into account in the design. These methods are used through the entire research project; the goal is not just to empirically understand the activity, but also to simultaneously envision, shape, and transcend it in ways the users find to be positive. Spinuzzi, C., The Methodology of Participatory Design, Technical Communication, Volume 52, Number 2, pp 163-174, 2005.
Participatory Design Participatory design started in Scandinavia through a partnership between academics and trade unions. Since that time it has worked its way across the Atlantic, becoming an important approach for researchers interested in human-computer interaction, computer-supported cooperative work, and related fields. Participatory design has undergone many changes - but its core has remained more or less constant. Spinuzzi, C., The Methodology of Participatory Design, Technical Communication, Volume 52, Number 2, pp 163-174, 2005.
Participatory Design PelleEhn, a primary participant in the UTOPIA project, describes its design philosophy, which they called the tool perspective: The tool perspective was deeply influenced by the way the design of tools takes place within traditional crafts... new computer-based tools should be designed as an extension of the traditional practical understanding of tools and materials used within a given craft of profession. Design must therefore be carried out by the common efforts of skilled, experienced users and design professionals. Users possess the needed practical understanding but lack insight into new technical possibilities. The designer must understand the specific labor process that uses a tool. Winograd, T., Bringing Design to Software, Addison-Wesley, 1996
Participatory Design Participatory design attempts to examine the tacit, invisible aspects of human activity; assumes that these aspects can be productively and ethically examined through design partnerships with participants, partnerships in which researcher-designers and participants cooperatively design artifacts, workflow, and work environments; and argues that this partnership must be conducted iteratively so that researcher-designers and participants can develop and refine their understanding of the activity. The result of the research typically consists of designed artifacts, work arrangements, or work environments. Spinuzzi, C., The Methodology of Participatory Design, Technical Communication, Volume 52, Number 2, pp 163-174, 2005.
Participatory Design Participatory design's object of study is the tacit knowledge developed and used by those who work with technologies. It's important to understand this focus because tacit knowledge, which is typically difficult to formalize and describe, has tended to be ignored by the theory of cognition that has tended to dominate human-computer interaction: information processing cognitive science . Winograd, T., Bringing Design to Software, Addison-Wesley, 1996
Participatory Design Knowledge is situated in a complex of artifacts, practices, and interactions; it is essentially interpretive, and therefore it cannot be decontextualized and broken into discrete tasks, nor totally described and optimized. In the constructivist view, participants' knowledge is valorized rather than deprecated, and their perspectives therefore become invaluable when researching their activity and designing new ways to enact that activity. "Knowing and learning," as Barbara Mirel says, "take place in a dynamic system of people, practices, artifacts, communities, and institutional practices“. Mirel, B., Applied Constructivism for User Documentation, Journal of Business and Technical Communication, 12:7-49, 1998
Participatory Design Good systems cannot be built by design experts who proceed with only limited input from users. Even when designers and prospective users have unlimited time for conversation, there are many aspects of a work process—such as how a particular tool is held, or what it is for something to "look right"—that reside in the complex, often tacit, domain of context. The UTOPIA researchers needed to invent new methods for achieving mutual understanding, so that they could more fully understand the work world of graphics workers. Winograd, T., Bringing Design to Software, Addison-Wesley, 1996
Participatory Design Requirement specifications and systems descriptions based on information from interviews were not very successful. Improvements came when we made joint visits to interesting plants, trade shows, and vendors and had discussions with other users; when we dedicated considerably more time to learning from each other, designers from graphics workers and graphics workers from designers; when we started to use design-by-doing methods and descriptions such as mockups and work organization games; and when we started to understand and use traditional tools as a design ideal for computer-based tools. Winograd, T., Bringing Design to Software, Addison-Wesley, 1996
Participatory Design One goal of participatory design is to preserve tacit knowledge so that technologies can fit into the existing web of tacit knowledge, workflow, and work tools, rather than doing away with them. In contrast to rationalist studies that assume workers' tasks can be broken down into their components, formalized, and made more efficient, participatory design assumes that tacit knowledge cannot be completely formalized. The knowledge is too layered and subtle to be fully articulated. That is why action-centered skill has always been learned through experience (on-the-job training, apprenticeships, sports practice, and so forth). Actions work better than words when it comes to learning and communicating these skills. Spinuzzi, C., The Methodology of Participatory Design, Technical Communication, Volume 52, Number 2, pp 163-174, 2005.
Participatory Design Greenbaum and Kyng identify four issues for design: 1. The need for designers to take work practice seriously—to see the current ways that work is done as an evolved solution to a complex work situation that the designer only partially understands 2. The fact that we are dealing with human actors, rather than cut-and-dried human factors—systems need to deal with users' concerns, treating them as people, rather than as performers of functions in a defined work role. 3. The idea that work tasks must be seen within their context and are therefore situated actions, whose meaning and effectiveness cannot be evaluated in isolation from the context 4. The recognition that work is fundamentally social, involving extensive cooperation and communication Greenbaum , J. and Kyng. M., Design at Work. Hillsdale, NJ: Erlbaum, 1991.
Participatory Design Today, some of the concepts of participatory design are becoming standard practice in the computing industry. The emerging common wisdom in the major software-development companies is that it is important to design with the user, rather than to design for the user. Participatory-design researchers have devised a variety of techniques to facilitate the communication of new technology possibilities to workers—to give the ultimate users insight into what it would be like to work with an envisioned system. These techniques include the low-fidelity mockups and role-playing activities (as in UTOPIA), as well as technology-aided methods such as the use of quick-and-dirty video animation to simulate the patterns of interaction with a new interface. Muller, M. and Kuhn, S. (eds). Special Issue on Participatory Design, CACM 36:4, June, 1993.
Participatory Design In a panel at the 1994 Participatory Design Conference, Tom Erickson of Apple Computer set out four dimensions along which participation by users could be measured: 1. Directness of interaction with the designers 2. Length of involvement in the design process 3. Scope of participation in the overall system being designed 4. Degree of control over the design decisions Winograd, T., Bringing Design to Software, Addison-Wesley, 1996
Participatory Design www.ted.com Go to the TED website and watch a few talks – they are all great. Try and focus on ones related to Design and HCI. Tim Brown’s one on creativity and play is good, Theo Jansen’s sculptures are pretty awesome. Steve Jobs is interesting. Derek Sivers makes you think differently in just two minutes...