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HCI Processes Overview of HCI Design

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Recap of Norman's design concepts. Movie time! HCI Processes. Brainstorm time. Project grading ... instructions and pictures, it is likely a failed design ... – PowerPoint PPT presentation

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Title: HCI Processes Overview of HCI Design


1
HCI Processes Overview of HCI Design

2
Agenda
  • Questions?
  • More project information
  • IRB human subjects
  • Recap of Normans design concepts
  • Movie time!
  • HCI Processes
  • Brainstorm time

3
Project grading
  • Project counts for 50 of grade
  • 3 parts
  • Part 0 - 2 (team formation)
  • Part 1 - 16 (problem exploration)
  • Part 2 - 16 (design alternatives)
  • Part 3 - 16 (prototype / evaluation)

4
What Makes a Good Project
  • Interesting human issues
  • Novel forms of interaction
  • Depth and detail in the domain
  • Support 3 design ideas
  • Lets you show off
  • Access to domain expertsusers
  • Do NOT start with the technology

5
Presentations
  • Informal poster session
  • whole class period
  • alongside part 2
  • students and expert gallery
  • Formal project presentation
  • final week of semester

6
Redo policy
  • Version 1 of deliverable graded in a timely
    manner
  • Modifications to Version 1 (concise summary)
    submitted with Version 2
  • Final grade biased to final result

7
IRB, Participants, Ethics
  • Institutional Review Board (IRB)
  • http//www.osp.gatech.edu/compliance.htm
  • Reviews all research involving human (or animal)
    participants
  • Safeguarding the participants, and thereby the
    researcher and university
  • Not a science review (i.e., not to asess your
    research ideas) only safety ethics

8
More to come on ethics
  • Monday guest mini-lecture on getting IRB
    approval very important!
  • Further discussion on human participant research
    upcoming

9
Homework 1
  • Take online human subjects training course
  • http//www.osp.gatech.edu/compliance/humans/Human_
    Training.doc
  • (select Social Behavioral Research menu item)
  • Printout of certificate due May 21

10
Important concepts from Norman
  • natural mapping
  • visibility
  • perceived affordance
  • feedback
  • mental models/conceptual models

11
Rules for design
  • Complex things may need explanation, but simple
    things should not
  • If a simple thing requires instructions and
    pictures, it is likely a failed design
  • Support mental models
  • Create affordances
  • Designers are not users

12
But how?
  • It is easy to criticize after the fact
  • summative expertise
  • Hard to prevent problems
  • formative expertise

13
Why is HCI Design Difficult
  • Difficult to deeply analyze human behavior
  • May be too close to the domain
  • Multiple clients
  • Co-evolution makes it even harder

14
HCI Processes
  • Iterative Design
  • Usability Engineering
  • Participatory Design
  • Contextual Design
  • Scandinavian School

15
Before or after ..
  • Formative
  • Strategies to build a better interface
  • Summative
  • Assessing an existing interface

16
Formative techniques
  • Apply principles
  • Dont assume the user is right-handed
  • Build prototypes
  • Apply design rules / standards
  • Java look and feel
  • Create usability specifications
  • The XYZ dialog takes lt 5 sec.

17
Summative techniques
  • Empirical / laboratory evaluation
  • Expert review
  • Field study
  • Client review

18
Software Engineering
  • the structured application of scientific
    techniques to the development of software
    products
  • Why SE?
  • Complexity of large-scale systems
  • legacy systems

19
Software Life cycles Waterfall Model
RequirementsSpecification
ArchitecturalDesign
Detailed Design
Coding andUnit Testing
Integrationand Testing
Operation and Maintenance
20
Activities in the Life Cycle
  • Requirements specification
  • what will the system do
  • Design
  • architectural, functional, detailed
  • Coding and Unit Testing
  • Integration Testing
  • verification and validation
  • Operation and Maintenance

21
Software Life cycles Iterative Waterfall Model
RequirementsSpecification
ArchitecturalDesign
Detailed Design
Coding andUnit Testing
Integrationand Testing
Operation and Maintenance
22
Why waterfall fails
  • You cant determine all requirements from the
    start
  • Some tasks will only be known after the user has
    interacted with the system
  • Users will perform tasks that werent intended by
    the designer
  • Doesnt support the users perspective of the
    system

23
Usability engineering
  • Based on users experience with the system
  • Mainly limited to the physical interface
  • Tests for usability based on pre-determined
    criteria
  • Summative in nature

24
Usability engineering problems
  • Rely on measurements of specific user actions in
    specific situations
  • Difficult to determine criteria and actions
    beforehand
  • Requires a very functional prototype
  • Cannot occur early in the design process

25
Iterative Design
  • Cycle of design and evaluation
  • Helps address the problem of incomplete or
    incorrect requirements
  • Each successive design addresses more problems

26
Categories of prototypes
  • Throw-away
  • Incremental
  • Evolutionary

27
Throw-away prototype
  • Design and build prototype
  • Test prototype and gain knowledge
  • Prototype is discarded
  • Knowledge is used for future iterations of design

28
Incremental prototype
  • Prototype built as separate components
  • Product is released in a series
  • Each series contains a new component

29
Evolutionary prototype
  • Prototype is built and tested
  • Prototype serves as the basis for the next
    iteration of design

30
Brainstorm time
  • Try to find a project group
  • Identify some potential ideas and talk to me or
    Ed about them

31
Upcoming
  • HCI paradigms
  • IRB mini-lesson
  • Read chapter 4 from DFAB
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