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Designing%20New%20Media

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Title: Designing%20New%20Media


1
Designing New Media
IS146 Foundations of New Media
  • Prof. Marc Davis, Prof. Peter Lyman, and danah
    boyd
  • UC Berkeley SIMS
  • Tuesday and Thursday 200 pm 330 pm
  • Spring 2005
  • http//www.sims.berkeley.edu/academics/courses/is1
    46/s05/

2
Lecture Overview
  • Assignment Check In
  • Assignment 3 Documenting Artifact Usage
  • Review of Last Time
  • New Media On The Go and In The Home
  • Today
  • Designing New Media
  • Preview of Next Time
  • Speech and Audio as Media

3
Lecture Overview
  • Assignment Check In
  • Assignment 3 Documenting Artifact Usage
  • Review of Last Time
  • New Media On The Go and In The Home
  • Today
  • Designing New Media
  • Preview of Next Time
  • Speech and Audio as Media

4
Lecture Overview
  • Assignment Check In
  • Assignment 3 Documenting Artifact Usage
  • Review of Last Time
  • New Media On The Go and In The Home
  • Today
  • Designing New Media
  • Preview of Next Time
  • Speech and Audio as Media

5
Questions for Today
  • How do theories of culture help us do
    ethnography?
  • How does ethnography help us do design?

6
Review of Culture
  • Culture is a description of a particular way of
    life which expresses certain meanings and values
    not only in art and learning but also in
    institutions and ordinary behavior
  • Meanings and practices
  • Encoding and decoding, interpretation

7
Goal of Ethnography
  • Ethnographers seek to understand culture,
    identity, and social practices
  • Similar to advertisers?
  • Why do people do what they do, think how they
    think and how does this connect to culture?
  • Theory helps us ground observations

8
Challenges for Ethnographers
  • Access
  • Ability to see and gain trust
  • Interpretation
  • Bias and reflexivity
  • Moral imperative
  • Ethnographers care about the people they study
  • Inexactitude of method
  • Thick description
  • They arent just stories

9
Ethnography for Design
  • Understand people, culture, practices, technology
    and the interconnections
  • Think from the subjects perspective
  • Challenge technological determinism
  • Show that technology is not on a path towards
    progress, but culturally situated
  • Situate design in users worldview, not designers

10
Design for People
  • Who are you designing for?
  • Why does that population matter?
  • What is the culture of that population?
  • How will the design affect that culture?
  • How are these people (un)like you?
  • How are their needs different?

11
Design for Flexibility
  • Create flexible cultural artifacts
  • Allow different interpretations for different
    people in different situations
  • Expect the unexpected
  • Iterative ethnography

12
Lecture Overview
  • Assignment Check In
  • Assignment 3 Documenting Artifact Usage
  • Review of Last Time
  • New Media On The Go and In The Home
  • Today
  • Designing New Media
  • Preview of Next Time
  • Speech and Audio as Media

13
Why Design Matters
  • Shapes the artifacts that people use
  • Builds your skills for
  • Creativity
  • Problem solving
  • Teamwork
  • Analysis
  • Communication
  • Enables you to be part of shaping the material
    culture you live in

14
Human-Computer Interaction (HCI)
  • Human
  • The end-users of a program
  • The others in the organization
  • The designers of the program
  • Computer
  • The machines the programs run on
  • Interaction
  • The users tell the computers what they want
  • The computers communicate results
  • The computer may also tell users what the
    computer wants them to do

15
Who Builds UIs?
  • A team of specialists (ideally)
  • Graphic designers
  • Interaction / interface designers
  • Technical writers
  • Marketers
  • Test engineers
  • Software engineers
  • Enthnographers
  • Cognitive psychologists

16
User Differences
  • Abilities, preferences, predilections
  • Spatial ability
  • Memory
  • Reasoning abilities
  • Verbal aptitudes
  • Personality differences
  • Age, gender, ethnicity, class, sexuality,
    culture, education
  • Modalilty preferences/restrictions
  • Vision, audition, speech, gesture, haptics,
    locomotion

17
Interfaces For Expert And Novice Users
  • Simplicity vs. power tradeoffs
  • Scaffolded user interface
  • How much information to show the user?
  • Number and complexity of user operations
  • Variants of operations
  • Inner workings of system itself
  • System history
  • Example
  • Television remote control

18
How to Design and Build UIs
Iterate at every stage!
19
Design Process
  • Design
  • Observe peoples practice
  • Brainstorm and develop personas, artifact
    concepts, and scenarios
  • Communicate designs (usually visually)
  • Prototype
  • Build working examples of the artifact concepts
    in varying levels of implementation (from low-fi
    to hi-fi)
  • Evaluate
  • Observe, test, and analyze people using prototypes

20
Mountford on Interface Design
  • Borrow insights and methods from prior design
    disciplines
  • Film
  • Animation
  • Theater
  • Architecture
  • Industrial Design
  • Information Display

21
Vertelney on Design Process
  • User Interface Industrial Design
    Whole-Product User Interface
  • Whole-Product User Interface design process
  • Product definition
  • Research
  • Brainstorm
  • Generate design solutions
  • Analyze
  • Repeat

22
Design Techniques
  • Observe users practice
  • Brainstorm and develop personas
  • Brainstorm artifact concepts
  • Brainstorm and develop scenarios of personas
    using artifact
  • Brainstorm and develop storyboards for scenarios

23
Personas, Scenarios, Storyboards
  • Persona
  • Description of a person intended to represent the
    prototypical demographics and psychographics
    (values, goals, and intentions) of a particular
    population
  • Scenario
  • Description of a situation (where, when, and how)
    the personas use the artifact
  • Storyboard
  • A graphical and textual depiction of the scenario

24
Brainstorming
  • IDEO Rules of Brainstorming
  • Defer Judgment
  • Encourage Wild Ideas
  • Build on the Ideas of Others
  • Stay Focused on Topic
  • One Conversation at a Time
  • Be Visual
  • Go for Quantity
  • (IDEO is a famous design firm with several
    offices in the Bay Area and worldwide
    http//www.ideo.com)

25
Brainstorming
  • Joy Mountfords Techniques for Generating New
    Ideas
  • New Uses for the Object
  • Adapt the Object to be like Something Else
  • Modify the Object for a New Purpose
  • MagnifyAdd to the Object
  • MinimizeSubtract from the Object
  • Substitute Something Similar
  • Rearrange the Data
  • Reverse of Transpose the Information
  • Combine the Data into an Ensemble

26
Developing Personas
  • Be specific
  • Represent user population
  • Demographics
  • Psychographics
  • Memorable

27
Developing Scenarios
  • Tell the story of the interaction among your
    personas and artifact
  • Act them out

28
Storyboarding
  • A storyboard provides you with a pictorial
    script of important events
  • It sketches a scenario of a possible interaction
    between your persona and your (redesigned)
    artifact
  • It leaves out the details and concentrates on the
    important interaction and events
  • A technique called performance-based design might
    be really helpful in creating your storyboards
  • Literally take on one of your personas and act
    out what might happen if this user interacts with
    your re-designed artifact

29
Storyboarding
  • Suggested media for creating your storyboard
  • Paper and pencil are the easiest tools to sketch
    your storyboardsimply scan your results
  • Use a whiteboard and take a digital picture of
    the outcome
  • You can use applications like PowerPoint, Adobe
    Illustrator, Visio, or any other graphical
    program to draw your scenario
  • Take photographs in which you act out the use
    scenario to create the images in your storyboard

30
Rapid Prototyping
  • Build a mock-up of design
  • Low fidelity techniques
  • Paper sketches
  • Cut, copy, paste
  • Video segments
  • Interactive prototyping tools
  • Visual Basic, HyperCard, Director, etc.
  • UI builders
  • NeXT, etc.

31
Prototyping Techniques
  • Low-fi prototyping tools
  • Paper and pens
  • Drawing programs (e.g., PhotoShop)
  • Video
  • Interactive prototyping tools
  • Director
  • Flash
  • PowerPoint
  • Visual Basic
  • HyperCard

32
Evaluation Techniques
  • Qualitative vs. quantitative methods
  • Qualitative (non-numeric, discursive,
    ethnographic)
  • Focus groups
  • Interviews
  • Surveys
  • User observation
  • Participatory design sessions
  • Quantitative (numeric, statistical, empirical)
  • User testing
  • System testing
  • Surveys
  • Usage logs

33
Assignment 4 Logo in LOGO
  • As a group make a working logo-drawing program
  • Structure your program into multiple
    sub-routines, with at least 1 sub-routine per
    group member
  • Follow good coding practice by using parameters
    or control flow to avoid redundant code
  • Reuse a single procedure to draw shapes of
    various sizes
  • Use a loop rather than simply repeat code

34
Assignment 4 Process
  • Use your interviews and experience to define your
    target audience
  • Develop 1-2 personas that you want to focus on
  • Brainstorm artifact redesign ideas for those
    personas
  • Evaluate your ideas and agree on one to pursue
  • Come up with a scenario for your redesign
  • Draw a storyboard with explanatory text
  • Document the results of your brainstorming

35
Assignment 4 Deliverables
  • Persona description (1-2 pages)
  • List all brainstorming ideas and reasons for
    selecting or rejecting each
  • Brief description of the redesign idea you
    selected (1-3 paragraphs)
  • Scenario description (1 page max)
  • Annotated storyboard
  • A write-up (2-4 pages)

36
Assignment 4 Write-Up Questions
  • What does more programmable mean to your
    artifact?
  • How does your redesign make your artifact more
    programmable?
  • Describe your intended population, including
    their social practices, culture, and demographics
    as relevant to the redesign.
  • How do you anticipate your redesign will affect
    that population?
  • What biases do you have in choosing this redesign
    and population?
  • What limitations does your redesign have?

37
Norman on Why Interfaces Dont Work
  • Because
  • We still think of using the interface
  • We still talk of designing the interface
  • We still talk of improving the interface
  • We need to aid the task, not the interface to
    the task.
  • The computer of the future should be invisible.

38
Norman on Design Process
  • The user
  • What does that person really need to have
    accomplished?
  • The task
  • Analyze the task
  • How best can the job be done? taking into account
    the whole setting in which it is embedded,
    including the other tasks to be accomplished, the
    social setting, the people, and the organization?
  • As much as possible, make the task dominate and
    make the tools invisible
  • Then, get the interaction right...

39
Stacy Anker on Norman
  • Norman states that by specializing, a computer
    can do its intended job better and more
    efficiently than can more powerful,
    general-purpose machines, at least from the
    viewpoint of the user.  However, different users
    will inevitably have different viewpoints.  What
    are some of the arguments that people might make
    in favor of generality and power over
    specialization and ease of use?

40
Stacy Anker on Norman
  • I am not a very computer literate person, so upon
    first reading this article I didnt actually know
    what an interface was.  But then I came across
    Normans definition that an interface is an
    obstacle that stands between a person and the
    system being used.  However, the less biased
    dictionary defines it as, the connection
    between the display-keyboard combination and the
    user.  Is an obstacle or a connection more
    of an appropriate interface definition?

41
Stacy Anker on Norman
  • Donald A. Norman shows two comparisons, one
    between playing a game on Nintendo and playing
    the same game on the Apple IIGS Computer and the
    other between organizing activities with the
    Day-Timer Pocket Organizer or with Focal Point on
    the Macintosh.  Norman seems to come to the
    conclusion that both Nintendo and the Day-Timer
    Pocket Organizer (a.k.a. the two products that
    are non computer related) are more user-friendly.
     However, Norman then goes on to say, with
    regards to the computer-based products, that he
    likes the fact that he can type legibly rather
    than scrawl illegiblyhe likes the fact he
    can search for things Why does it seem that
    Norman cant fully commit to either one side or
    the other (i.e., what are some of the
    similarities and differences between these
    products)? Does Norman seem to believe that the
    pros of computer-based products outweigh the
    cons? Do you, yourself, believe the pros make up
    for the cons?

42
David Hsiao on Mountford
  • In Mountford's "Tools and Techniques for Creative
    Design" he stated "Some people believe that new
    ideas are almost always the result of
    collisionsjuxtaposition or recombination of
    ideas." Is this true? And Where does "good ideas"
    come from? and what makes them "good.

43
David Hsiao on Mountford
  • Thinking from a computer user's perspective, what
    is the most important/critical part of interface
    design? What makes an interface "good?"

44
Nicole Schwartz on Vertelney
45
Lecture Overview
  • Assignment Check In
  • Assignment 3 Documenting Artifact Usage
  • Review of Last Time
  • New Media On The Go and In The Home
  • Today
  • Designing New Media
  • Preview of Next Time
  • Speech and Audio as Media

46
Readings for Next Time
  • Walter J. Ong. Orality and Literacy The
    Technologizing of the Word, London Methuen,
    1982, p. 31-77.
  • Discussion Questions
  • Nate Bennett
  • Amanda Hsueh
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