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Human-Computer Interaction: Human-Centered Design

Human-Computer Interaction: Human-Centered Design. History of HCI -- Bad Attitudes. Stage 1: Only programmers are users Catering to programmer needs is weak Wastes resources People who make mistakes should be smarter However: Mistakes are inevitable!

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Human-Computer Interaction: Human-Centered Design

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  1. Human-Computer Interaction: Human-Centered Design

  2. History of HCI -- Bad Attitudes • Stage 1: • Only programmers are users • Catering to programmer needs is weak • Wastes resources • People who make mistakes should be smarter • However: Mistakes are inevitable! • Allowing easy error recovery is cost efficient

  3. Evolution of Bad Attitudes • Stage 2 • Write the application first • Add the UI later • Stage 3 • Users are other than programmers • The End User

  4. Not-so-Bad Attitudes • Stage 4 • Design UI and application together • The central concern is: • “What can the user understand” • Avoid Technocentrism • Eg. Audience chooses ending to a story

  5. User-Centered Design • User-centered design process • Analysis of user needs • Prototype • Informal feedback • Iterate on design • Final application • Formal feedback

  6. Analysis of User Needs • Techniques: • Surveys • Card-sorting tasks • Interviews • Focus groups • Look at competing products • Ethnography • Participant observation

  7. Prototyping • Storyboards • Paper simulations of application • Wizard of Oz experiment • Prototyping tools • Cheap!

  8. Informal Feedback • Present prototype to users • Do a quick questionnaire • Observe the user struggle with your lousy design

  9. Iterate on Design • Redesign system • in light of initial user impressions • pay attention to common complaints • Be prepared to... Abandon bad ideas!! • It’s just an idea, not a measure of your worth!

  10. Final Stages • Implement the product • Get formal feedback • You now have something concrete to show • Performance analysis • Testing • Look for bugs • Attention to detail • Good UI work is really picky

  11. Final Stages • Playtesting • 100s of testers working for months • Full-time job • Looking to tune the game’s playability • Single-player scenarios • Somewhat subjective • Culturally laden

  12. Design fixation • Keep an open mind • Don’t get wedded to an idea • Don’t let design review become about whose idea wins • Honor thetruth. People come first.

  13. Quotable Quotes: Practice • “The secret to having good ideas is to have many ideas” -- Bill Buxton • “You’ve got 100,000 bad drawings inside you. You’re here at art school to get them out.” -- Chuck Jones • Design takes practice!!

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