Title: Processes of Design First lecture: Interactive System Design 3 October 2003
1Processes of DesignFirst lectureInteractive
System Design 3 October 2003
2Processes of Design Overview
Goal gain an understanding all of the key steps
in the process of designing an interactive system.
- Method
- Explore principles
- Study and discuss designs
- Learn and apply methods.
3My background
- PhD (Imperial College) in Computer Science, 1968
- Six years at Xerox Palo Alto Research Center,
1973-79 - 15 years at Xerox Research Centre Europe
(Cambridge) 1987-2002 - Mostly focused on designing experimental
interactive software systems - and on design methodology research
- Now working as an independent consultant
- Plus occasional teaching
4Todays Lectures
- Design
- What is it
- Examples to discuss
- Are there underlying principles?
- Defining the design problem
- Looking ahead
5What are Interactive Systems?
- And what does it mean to design them?
6What is design?
- Herb SimonEveryone designs who devises courses
of action aimed at changing existing situations
into preferred ones. - Designing material artefacts is like
- Prescribing remedies to a sick patient
- Devising a new sales plan for a company
- Finding ones way around a traffic jam
7What have we designed recently?
8Even the Greats get it wrong!
- Rashtrapati Bhavan -- Edwin Lutyens Viceroys
Palace
9Alto forerunner of todays PC (1974)
- 1 Mhz processor
- 64Kbytes RAM
- 2 Mbyte disk yet
- 5 Mbit Ethernet
- 808-line display
- 60 ppm laser printer
- WYSIWYG text editor, graphics editors, windowed
desktop - See www.digibarn.com
10The Bravo Word Processor
- Alto-based
- Multi-font, almost WYSIWYG
- Piece Tables
- No menus or targets!
- Type i to insert, d to delete, e to select all,
etc. - The edit problem
- Exposed the Modes problem
- Direct forerunner of Word
11The Big Bushy Tree of PC software
ancestryPaths of design knowledge transfer
12Forget-Me-Not (Xerox Research Cambridge, 1993)
13Whats involved in design?
- Recalling Herb SimonEveryone designs who
devises courses of action aimed at changing
existing situations into preferred ones. - Involving
- Satisficing
- Finding alternative solutions
- Hierarchic subdivision
- Simulation
14Modelling what designers do
- Creative thought involves trial-and-error and
selection - See D. T. Campbell on Blind Variation and
Selective Retention (1960)
15What this means for designers of interactive
systems
- As designers, we need to know
- How to define and subdivide problems
- Existing solutions and how well they work
- Heuristics for varying existing solutions to
solve new problems - How to evaluate solutions empirically
- How to predict outcomes analytically
- As researchers, we need to make advances in all
of these.
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