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CCT 333: Imagining the Audience in a Wired World

CCT 333: Imagining the Audience in a Wired World. Class 4 : Principles of Design/Understanding Users (1). Administrivia. Due to book shortage, lectures a bit more detailed, so we’re a bit behind Besides, I’d rather have dialogue than information dumping This week - Chs. 3, 5, and a bit of 15

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CCT 333: Imagining the Audience in a Wired World

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  1. CCT 333: Imagining the Audience in a Wired World Class 4 : Principles of Design/Understanding Users (1)

  2. Administrivia • Due to book shortage, lectures a bit more detailed, so we’re a bit behind • Besides, I’d rather have dialogue than information dumping • This week - Chs. 3, 5, and a bit of 15 • Next week - a bit of 5 and 15 • Notes as guide to test

  3. Design Cycles • Balancing these (often conflicting) principles is the whole point (and the whole problem • “There are no rules…and here they are.” (McCloud, 2006)

  4. (Universal?) Elements of Design • Users and their Requirements • Conceptual Design • Physical Design • Protoyping/Evaluation • Evaluation and Testing

  5. Principles of Design • Accessibility • Usability • Acceptability • Engagement

  6. Accessibility • Inclusive/universal design principles to address exclusion • Varying ability is the norm, not the exception • Designs for people with disabilities work for others too • Personal user experience and usability is affected by design constraints and choices

  7. Principles of Universal Design • Equitable • Flexible • Simple • Perceptible • Tolerant • Effortless • “Just right” size and space (p. 53)

  8. Decision Tree • Often hard to design everything for everyone - how to decide? • Fixed/changing - is difference innate and immutable, or learned? • Common/rare - is difference a reasonably common occurrence? • Cheap/Expensive - what is the cost of accommodation?

  9. Usability • Already nicely covered previously… • Early focus on users and their tasks • Empirical measurement (more to come there) • Iterative design • Coevolution and mutual dependence

  10. Acceptability • Dynamics of product acceptability/adoption - not just technology, people or activities, but adaption in context • Often more complex than most designers care to admit

  11. Factors influencing Acceptability • Political - trust, organizational issues, who benefits, effects of networks • Convenience - easy, effortless? • Cultural or social habits - violation of social norms? Evolution of norms? • Usefulness - relevance to activities in context • Economic - price points, changes in business model

  12. Engagement • Creation of bond, attachment - a feeling of personal relationship, even anthropomorphism (examples?) • Function of both aesthetics and usability

  13. Functions of Engagement • Identity - authenticity, cohesion • Adaptivity - change, personalization • Narrative - not just product but story • Immersion - feeling of wholeness, transportation elsewhere • Flow - transitions between states clear, fluid, seamless

  14. People and their actions • Norman’s seven-step process • Essentially a cognitive model - humans as technological processes - taking inputs, processing, providing outputs • Gulfs of evaluation and execution

  15. Important Elements of Cognitive Psychology • Memory (sensory, working and long-term) • Recall and recognition • Attention • Perception • Gestalt processing • Representation • Mental models • Action and persuasion

  16. Next week

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