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The Design Process

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Title: The Design Process


1
The Design Process
  • Lecture 9
  • Date 2nd March

2
Overview
  • Life-Cycle Models in HCI
  • 4 basic activities in HCI
  • Requirements
  • Design
  • Develop/Build
  • Evaluation

3
Lifecycle Models
  • Show how activities are related to each other
  • Lifecycle models are
  • management tools
  • simplified versions of reality
  • Many lifecycle models exist, for example
  • from software engineering waterfall, spiral,
    JAD/RAD
  • from HCI Star, usability engineering

Life-Cycle Models
4
A simple interaction design model
Identify needs/ establish requirements
(Re)Design
Evaluate
Build an interactive version
Final product
Exemplifies a user-centered design approach
Life-Cycle Models
5
Traditional waterfall lifecycle
Requirements analysis
Design
Code
Test
Maintenance
Life-Cycle Models
6
A Lifecycle for RAD (Rapid Applications
Development)
Project set-up
JAD workshops
Iterative design and build
Engineer and test final prototype
Implementation review
Life-Cycle Models
7
Spiral Model (Barry Boehm)
  • Important features
  • Risk analysis
  • Prototyping
  • Iterative framework allowing ideas to be checked
    and evaluated
  • Explicitly encourages alternatives to be
    considered
  • Good for large and complex projects but not
    simple ones

Life-Cycle Models
8
Spiral Lifecycle Model
From cctr.umkc.edu/kennethjuwng/spiral.htm
Life-Cycle Models
9
The Star Lifecycle Model
  • Suggested by Hartson and Hix (1989)
  • Important features
  • Evaluation at the center of activities
  • No particular ordering of activities. Development
    may start in any one
  • Derived from empirical studies of interface
    designers

Life-Cycle Models
10
The Star Model (Hartson and Hix, 1989)
task/functional analysis
Implementation
Requirements specification
Evaluation
Prototyping
Conceptual/ formal design
Life-Cycle Models
11
Usability engineering Lifecycle Model
  • Reported by Deborah Mayhew
  • Important features
  • Holistic view of usability engineering
  • Provides links to software engineering
    approaches, e.g. OOSE
  • Stages of identifying requirements, designing,
    evaluating, prototyping
  • Can be scaled down for small projects
  • Uses a style guide to capture a set of usability
    goals

Life-Cycle Models
12
Usability engineering Lifecycle Model
Life-Cycle Models
13
Design Model
Requirements
Design
Build/Develop
Evaluate
Design Model
14
Requirements
  • A requirement is something the product must do or
    a quality that the product must have

Requirements
15
Requirements
  • Different kinds of requirements
  • Functional
  • What the system should do
  • Historically the main focus of requirements
    activities
  • Non-functional
  • memory size,
  • response time..
  • Data
  • What kinds of data need to be stored?
  • How will they be stored (e.g. database)?
  • Usability
  • learnability
  • throughput
  • flexibility
  • attitude

Requirements
16
Requirements
  • Determining Usability Requirements
  • Task Analysis
  • User Analysis
  • Environment Analysis

Requirements
17
Requirements
  • Task Analysis
  • Task analysis describes the behavior of a system
  • Determine cognitive and other characteristics
    required of users by system
  • search strategy
  • prereq knowledge
  • cognitive loading
  • etc.
  • Observe existing work practices
  • Create scenarios of actual use
  • new ideas before building software!
  • Get rid of problems early in the design process

Requirements
18
Requirements
  • Task Analysis
  • Who is going to use the system?
  • What tasks do they now perform?
  • What tasks are desired?
  • How are the tasks learned?
  • Where are the tasks performed?
  • Whats the relationship between user data?

Requirements
19
Requirements
  • Types of Task Analysis
  • Task Decomposition
  • Knowledge Based Analysis
  • Entity-Relationship Based Analysis

Requirements
20
Requirements
  • Task Decomposition
  • Task Decomposition top-down process in which a
    task is split into component sub-tasks
  • Select a task
  • Based your data (from observation, documentation,
    and expert advice), divide the task into
    sub-tasks.
  • If your stopping rule has not been reached,
    repeat steps 1-3 for each of the new sub-tasks.
  • The stopping condition you use - the level of
    detail you recurse to - depends on your purpose
    in performing the analysis.

Requirements
21
Requirements
  • Knowledge-Based Analysis
  • Knowledge-based analysis works from the bottom up
  • The starting point for the process is a list of
    all of the objects and actions that are relevant
    to the task that is being analyzed, based on data
    collected .
  • The objects are then arranged into groups based
    on similarity or shared traits.
  • The groups themselves are then grouped together,
    building progressively more abstract categories

Requirements
22
Requirements
  • Entity-Relationship Based Analysis
  • Entity-relationship analysis is also a bottom-up
    approach to task analysis, inheriting much of its
    structure from object-oriented programming.
  • Entity-relationship analysis concerns itself with
    objects, actions, and their relationship
  • Objects - simple objects, actors, composite
    objects, and events.
  • Object-relationship analysis - relationship
    between objects

Requirements
23
Requirements
  • User Analysis
  • Who are they?
  • Characteristics ability, background, attitude
    to computers
  • System use novice, expert, casual, frequent
  • Novice step-by-step (prompted), constrained,
    clear information
  • Expert flexibility, access/power
  • Frequent short cuts
  • Casual/infrequent clear instructions, e.g. menu
    paths

Requirements
24
Requirements
  • Environment Analysis
  • Physical dusty? noisy? vibration? light? heat?
    humidity? . (e.g. OMS insects, ATM)
  • Social sharing of files, of displays, in paper,
    across great distances, work individually,
    privacy for clients
  • Organisational hierarchy, IT departments
    attitude and remit, user support, communications
    structure and infrastructure, availability of
    training

Requirements
25
Design Model
Requirements
Design User-centred design
Build/Develop
Evaluate
Design Model
26
User-Centred Design
  • Why involve users at all?
  • What is a user-centered approach?
  • Understanding users work
  • Ethnographic observation
  • Participatory design
  • PICTIVE
  • CARD

User-Centred Design
27
Why involve Users?
  • Expectation management
  • Realistic expectations
  • No surprises, no disappointments
  • Timely training
  • Communication, but no hype
  • Ownership
  • Make the users active stakeholders
  • More likely to forgive or accept problems
  • Can make a big difference to acceptance and
    success of product

User-Centred Design
28
What is a User-Centred Approach?
  • User-centered approach is based on
  • Early focus on users and tasks directly studying
    cognitive, behavioural, anthropomorphic
    attitudinal characteristics
  • Empirical measurement users reactions and
    performance to scenarios, manuals, simulations
    prototypes are observed, recorded and analysed
  • Iterative design when problems are found in user
    testing, fix them and carry out more tests

User-Centred Design
29
Ethnographic Observation
  • Preparation
  • Understand organization policies and work
    culture.
  • Familiarize yourself with the system and its
    history.
  • Set initial goals and prepare questions.
  • Gain access and permission to observe/interview.
  • Field Study
  • Establish rapport with managers and users.
  • Observe/interview users in their workplace and
    collect subjective/objective quantitative/qualitat
    ive data.
  • Follow any leads that emerge from the visits.

User-Centred Design
30
Ethnographic Observation
  • Analysis
  • Compile the collected data in numerical, textual,
    and multimedia databases.
  • Quantify data and compile statistics.
  • Reduce and interpret the data.
  • Refine the goals and the process used.
  • Reporting
  • Consider multiple audiences and goals.
  • Prepare a report and present the findings.

User-Centred Design
31
Participatory Design
User-Centred Design
32
Participatory Design
  • Controversial
  • More user involvement brings
  • more accurate information about tasks
  • more opportunity for users to influence design
    decisions
  • a sense of participation that builds users' ego
    investment in successful implementation
  • potential for increased user acceptance of final
    system

User-Centred Design
33
Participatory Design
  • However, extensive user involvement may
  • be more costly
  • lengthen the implementation period
  • build antagonism with people not involved or
    whose suggestions rejected
  • force designers to compromise their design to
    satisfy incompetent participants
  • build opposition to implementation
  • exacerbate personality conflicts between
    design-team members and users
  • show that organizational politics and preferences
    of certain individuals are more important than
    technical issues

User-Centred Design
34
Participatory Design
  • PICTIVE
  • Plastic Interface for Collaborative Technology
    Initiatives through Video Exploration
  • Intended to empower users to act a full
    participants in design
  • Materials used are
  • Low-fidelity office items such as pens, paper,
    sticky notes
  • Collection of (plastic) design objects for screen
    and window layouts
  • Equipment required
  • Shared design surface, e.g. table
  • Video recording equipment

User-Centred Design
35
Participatory Design
  • PICTIVE (cont.)
  • Before a PICTIVE session
  • Users generate scenarios of use
  • Developers produce design elements for the design
    session
  • A PICTIVE session has four parts
  • Stakeholders all introduce themselves
  • Brief tutorials about areas represented in the
    session (optional)
  • Brainstorming of ideas for the design
  • Walkthrough of the design and summary of
    decisions made

User-Centred Design
36
Participatory Design
  • CARD
  • Collaborative Analysis of Requirements Design
  • Similar to PICTIVE but at a higher level of
    abstraction explores work flow not detailed
    screen design
  • Uses playing cards with pictures of computers and
    screen dumps
  • Similar structure to the session as for PICTIVE
  • PICTIVE and CARD can be used together to give
    complementary views of a design

User-Centred Design
37
Summary of Lecture
  • Lifecycle models
  • Software engineering lifecycle models
  • HCI lifecycle models  
  • Usability Engineering Lifecycle Model
  • Star Lifecycle Model
  • HCI design models
  • Requirements
  • Design
  • User-centred design
  • Develop/Build
  • Evaluation

38
Terms of Reference
  • Preece, J. et al. (2002) Interaction Design
  • Shneiderman, B. Plaisant, C. (2005) Designing
    the User Interface
  • Benyon, D. et al (2005) Designing Interactive
    Systems
  • Helander, M. et al (1997) Handbook of
    Human-Computer Interaction
  • Hartson, R. Hix, D. (1989) Towards Empirically
    Derived Methodologies and Tools for HCI
    Development
  • Mayhew, D. (1995) The Usability Engineering
    Lifecycle
  • Alan Dix et al (1993) Human Computer Interaction

References
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