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Studio Design in HCI

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User environments are collections of objects, arranged to reveal functionality ... choices made by designers with the real ... Present the Designer's Model ... – PowerPoint PPT presentation

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Title: Studio Design in HCI


1
Studio Design in HCI
  • Spring 2004
  • Bill Hart-Davidson

Session 8 object-oriented modeling, basic
concepts artifact and physical work models
guidelines for phase 2 presentation
2
Today in Class
  • Object-oriented modeling concepts
  • Objects, views, relationships
  • Class diagrams
  • State tables
  • Guidelines for phase 2 presentation and memo

3
Raw material for OO modeling
  • Your consolidated work models! Use these to
    derive system features including
  • user roles
  • user environments (metaphors, screens)
  • actions
  • data objects states

4
OO modeling
Object-oriented modeling provides a way to
coordinate design work with development work. We
speak, in OO modeling, in terms of User Roles
that do specific Actions through the use of
Objects.
5
Objects
An object is a coherent assemblage of data and/or
functions that allows a user to do work. Within
the context of an information system, objects may
be abstractions, though users always interact
with concrete instances/features of them.
6
Objects Buddy in AIM
Buddies are objects with attributes and, within
AIM, several states online active, online
idle, offline. Buddies are related to another
object, the buddy list.
7
Views
A view is the way a given object appears to a
user. Views can focus the users attention on a
single object, or provide a way to see,
understand, and interact with many objects at
once.
8
2 Views of the Buddy Object in AIM
Buddy name, status in buddy list Buddy
attributes in buddy info
9
Common types of views
Detail view zooms in on an object to reveal
its attributes Collapsed view opposite of
detail, hides attributes to present a simple
representation of an object List view places
objects in relation to its peers and/or parents
These can be combined too. Can you think of
others?
10
2 views of the buddy list online setup
11
Relationships
Relationships among objects help to coordinate
system behaviors with user expectations by
mapping real-world affinities with normalized
data structures. Hierarchical relationships are
common, as are peer-communication relationships
12
Hierarchy The Buddy List Buddies
Users know that a buddy list has buddies.
The existence of the buddy list object allows
users to perform managing actionsadd/delete
buddies, monitor status of multiple buddies, etc.
13
A convention for representing a has a
relationship
Buddy list
  • Buddy list has buddies

buddies
Denotes a has a relationship
14
Peer/Communication Relationships
Objects within a system dont have to be
hierarchical. Because relationships represent
real-world interactions first. Peer/communication
relationships represent which objects interact
with other objects.
15
A convention for representing a
peer/communication relationship
1 to many? Many to many? Many to 1?
Buddies talk to each other, 1 to 1.
buddy
talks to
buddy
16
Object/View Instances
Objects spawn instances of themselves that
users interact with. This allows the same basic
object to carry context-specific details. Views
also have instances, which tend to be sessions,
reflecting the time, place, and task conditions.
17
Buddy list views, two instances
Time 1
Time 2
18
Object States
Most objects a user interacts with have a
lifecycle, a series of states it can go
through. At any given time, an object is
occupying some state and may be poised to move to
another (usually as the result of something the
user does). more on this later
19
User Environments
User environments are collections of objects,
arranged to reveal functionality and facilitate
interaction. Be careful equating implementation
choices made by designers with the real user
environmentthere is no necessary connection!
20
User environment 2 views of the Buddy chat window
What accounts for these changes in the user
environment?
21
Representing user environment designs with Class
Diagrams
Environment Chat Window
Class diagrams show the objects, views
relationships that make up the user environment
Message log
message
message
an abstract, simple CD
22
Use Class Diagrams to illustrate how system will
support activity/actions
Buddies can compose messages, send messages, read
messages sent by their buddy
Environment Chat Window
Message log
message
message
Whats missing from this CD?
23
Use Class Diagrams to illustrate how system will
support activity/actions, 2
Buddies can compose messages, send messages, read
messages sent by their buddy
Environment Chat Window
Message log
message
message
Message toolbar
More than one object!
24
Class Diagram Conventions
I know there are formal modeling languages such
as UML, and conventions of other sorts. We will
use a vastly simplified set of conventions.
notes
views
25
Relationship Conventions
Lets use dotted lines whenever there is a
relationship that can be expressed as X
communicates with Y X accesses Y etc.
Well use solid lines to indicate hierarchical
relationships of various sorts X has a Y X
creates Y
26
Class Diagrams What are they for?
Representing the user environments of your
proposed design to groups other than your team
users, reviewers, implementors, etc.
notes
views
27
Class Diagrams What do they do?
They allow you to highlight the function of the
user environment without locking down
implementation choices. Consider the alternative
notes
views
28
User environments search the web
How can we account for the similarities and
differences among these two UIs?
29
Some things you need to know to design user
environments
What kinds of activity will the environment
support? How is the activity structured ?
(actions) What tools and information (objects) do
users need? What do they look like? How do these
objects work together? (relationships) How do
they change over time? How are they arranged?
30
Artifact and Physical Models help answer these
questions
What tools and information (objects) do users
need? What do they look like? How do these
objects work together? (relationships) How do
they change over time? How are they arranged?
Read about these in your CD book
31
Exercise 3 Artifact and Physical Models
  • Exercise 3, build a consolidated Artifact or
    Physical model based on your CD research...then
    use this to build a class diagram showing your
    design for a user environment.

32
Objects as Finite State Machines
  • Object have life cycles

Hotel Room
check in
Occupied
Free
check out
clean
Needs Cleaned
33
Object Affordances Change
  • Free rooms allow check-in
  • Occupied rooms allow check-out

check in
Occupied
Free
check out
clean
Needs Cleaned
34
Affordances Matter To Users
  • Can a room that needs cleaned be assigned?
  • Can I check in to an occupied room?

check in
Occupied
Free
check out
clean
Needs Cleaned
35
State Tables
Needs cleaned
Free
Occupied
Begin stay change to occupied
Check In
Complete stay change to needs cleaned
Check Out
Change to free
Clean
36
Object states are the columns
Needs cleaned
Free
Occupied
Start stay change to occupied
Check In
Complete stay change to needs cleaned
Check Out
Change to free
Clean
37
The Operations are the Rows
Needs cleaned
Free
Occupied
Start stay change to occupied
Check In
Complete stay change to needs cleaned
Check Out
Change to free
Clean
38
In the table are the results of the operation
Needs cleaned
Free
Occupied
Start stay change to occupied
Check In
Complete stay change to needs cleaned
Check Out
Change to free
Clean
39
We highlight the typical lifecycle
Needs cleaned
Free
Occupied
Start stay change to occupied
Check In
Complete stay change to needs cleaned
Check Out
Change to free
Clean
40
We also identify invalid operations
Start stay change to occupied
Not allowed
Not allowed
Check In
Not allowed
Complete stay change to needs cleaned
Not allowed
Check Out
Not allowed
Not allowed
Change to free
Clean
41
Later, well specify interface actions for
invalid choices
Free
Start stay change to occupied
Check In
Check Out and Clean options may be greyed-out
on a menu of options
Not allowed
Check Out
Not allowed
Clean
42
Invalid Actions in Views
  • Check out from free room?
  • No guest icon to drag

Your design should make it easy to see what can
and cannot be done in a given view
43
Confirm the Normal Task Sequence
Start bill change to occupied
Check In
Complete bill change to needs cleaned
Check Out
Change to Free
Clean
44
Affirm the non-affordances
Start bill change to registered
Not allowed
Check In
Complete bill change needs cleaned
Not allowed
Not allowed
Check Out
Change to Free
Clean
45
Identify the unexpected..schedule a room that
needs cleaned?
Start bill change to occupied
Start bill dont change to occupied
Check In
Complete bill change to Needs cleaned
Check Out
Change to free
Move to top of Cleaning list
Clean
46
Deliverables for Conceptual Design Presentation
  • Work models to explain current and transformed
    scenarios (sequence flow diagrams, physical
    artifact models)
  • Class diagrams to show designs for your user
    environments
  • State tables for principle objects

10 minutes!
47
Line of Argument for Conceptual Design
  • I. Open with a Reminder and a Forecast
  • II. Present your redesign of the work (not merely
    the system)
  • III. Preview upcoming work the team is facing
  • IV. Close with a summary

48
Opening
  • Remind us of your goal
  • Introduce your current work
  • Preview the contents
  • Forecast the outcome

Remember, your reviewers are new to the project!
Orient them, but move quickly to the discussion
of work re-design.
49
Its a good idea to remind us of the need for
your product
  • Start with the need
  • More and more people today are interested in.
  • Then move us toward your solution
  • Our HCI design project ...

50
Present the Designers Model
  • Show us the transformations you plan for the
    current activity using work models
  • Introduce us to the system design via user roles,
    activitiesusing work models, class diagrams
    state tables
  • Make the links between the work and the system
    obvious!

51
Introduce us to the user environments and the
interactions they support
  • walk us through key interactions using a
    combination of flow/sequence models and your
    class diagrams
  • summarize the relationships among objects in each
    environment
  • Use your research to give details about views,
    object states, etc.

52
The Reservation Task is supported as
interactions among three objects...
53
and one view...
54
and one sub-view.
55
Clerk checks the Reservation View
56
... for the desired date
57
... and the requested room type.
58
My suggestion do this for 2-3 important actions
  • Pick interesting ones
  • Explain how this new way of doing things is a
    transformation of the existing practice
    emphasize benefits, etc.

59
Recall your researchall the way through!
  • The key to building credibility is to base your
    claims on the research you have conducted.
  • The EMTs told us.
  • When we watched shoppers, we saw
  • This activity has developed and changed over time
    ...
  • Breakdowns occur when...

60
Talk about whats coming next
  • Prototyping show us which design ideas you are
    testing implementations for
  • Mention design issues the team is facing
  • Cue your reviewers and audience for feedback

61
For next time
  • Share Exercise 3 results as a dry run for
    presentations
  • Presentation schedule
  • Prototyping
  • Guidelines for phase 2 memo
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