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Qslides 02 Design Process

User-Centered Design Process HCI Approach to UI Design Tasks Organizational and Social Context Design Technology Humans Overview of design process - design - Prototyping - Evaluation what we discuss about today will be incorporated into how your projects are done.

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0% found this document useful (0 votes)
117 views47 pages

Qslides 02 Design Process

User-Centered Design Process HCI Approach to UI Design Tasks Organizational and Social Context Design Technology Humans Overview of design process - design - Prototyping - Evaluation what we discuss about today will be incorporated into how your projects are done.

Uploaded by

Nathan Hahn
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd

User-Centered Design Process

05-391 / 05-891 Designing Human-Centered Systems Fall 2011 Jason Hong jasonh@[Link]

2009 Carnegie Mellon University : 1

HCI Approach to UI Design


Tasks
Organizational & Social Context

Design Technology Humans

2011 Carnegie Mellon University : 2

Overview of design process


Design Prototyping Evaluation

What we discuss about today will be incorporated into how your projects are done

2011 Carnegie Mellon University : 3

Outline for Today

Myth 1: Good design is just cool graphics


graphics part of bigger picture of what to communicate & how also need to consider what people are trying to do and how to improve why are there so many bad web sites? hard to use apps?

Myth 2: Good design is just common sense

underestimates work needed for great designs

2011 Carnegie Mellon University : 4

Myths about Good Design

2011 Carnegie Mellon University : 5

Early Nintendo Wii Prototypes

2011 Carnegie Mellon University : 6

Early Nintendo Wii Prototypes

2011 Carnegie Mellon University : 7

Early Nintendo Wii Prototypes

Myth 3: We can fix the interface at the end


overlooks cost of major changes good design includes making sure you have the right features

Myth 4: Marketing takes care of understanding customer needs


does not help you understand behavior

what people say vs. what they do and what they actually need

2011 Carnegie Mellon University : 8

Myths about Good Design

A reporter who asked Jobs about the market research that went into the iPad was famously told, "None. It's not the consumers' job to know what they want."

2011 Carnegie Mellon University : 9

Steve Job on Marketing

Who Builds User Interfaces?


A team of specialists (ideally)
graphic designers interaction / interface designers information architects technical writers marketers test engineers usability engineers software engineers users

2011 Carnegie Mellon University : 10

One fairly typical process: waterfall


Requirements Specification

Design
Coding

Integration and Testing Operation and Maintenance

2011 Carnegie Mellon University : 11

What Processes are there for Building Applications?

Called waterfall because when you finish one phase you are not supposed to go back up stream Thoughts?

2011 Carnegie Mellon University : 12

What Processes are there for Building Applications?

You cant go back up if theres a problem downstream


Design is unrealistic / infeasible Cant adapt

Should be getting more feedback throughout


Testing

Tossing over the wall at each phase

2011 Carnegie Mellon University : 13

Problems

Implies that you design once (and get it right first time)

Not typically advocated anymore, but terminology and biases remain

Not optimal for user experience

Ex. Well fix the user interface at the end Ex. Do testing all at once (rather than progressively as you go) Testing for software engineers different than for user experience practitioners Software quality testing vs user testing

2011 Carnegie Mellon University : 14

Waterfall Model

Course project structured around iterative design Fail fast Design


Prototype

Evaluate

2011 Carnegie Mellon University : 15

Alternative: Iterative Design

[Link]

2011 Carnegie Mellon University : 16

IDEO Shopping Cart

Design is driven by requirements


focus on core needs, not how implemented, may be multiple ways of achieving goals Ex. Android phone not as important as mobile app

A design is a simplified representation of the desired artifact


Ex. Ex. Ex. Ex. text description of tasks screen sketches or storyboards flow diagrams / task structure interactive prototypes

2011 Carnegie Mellon University : 17

Design

Site Maps

Storyboards

Schematics

Mock-ups

2011 Carnegie Mellon University : 18

Web Design Representations

2011 Carnegie Mellon University : 19

Web Design Representations

Site Maps

Storyboards

2011 Carnegie Mellon University : 20

Web Design Representations

2011 Carnegie Mellon University : 21

Web Design Representations

Schematics

2011 Carnegie Mellon University : 22

Web Design Representations

Mock-ups

Usability Goals?
Want to make sure we make progress
We do this by setting and measuring goals

According to the ISO:

The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments This does not mean you have to create a dry design or something that is only good for novices it all depends on your goals

2011 Carnegie Mellon University : 23

Looks cool Does what it was supposed to do Less Time Easy to learn Simple / no training Low cognitive load Responsive Easy to understand flow

2011 Carnegie Mellon University : 24

Example Usability Goals?

Intuitive Error tolerance Easy to remember over time how to use Flexibility Feels good to use Easy to maintain Consistent / internally externally Battery life / energy Affordable Good docs

2011 Carnegie Mellon University : 25

Example Usability Goals?

Predictable Durable / non-obsolescent Fewer bug reports / complaints on forums Depth / expertise

2011 Carnegie Mellon University : 26

Example Usability Goals?

Learnable
faster the 2nd time & so on

Memorable
from session to session

Flexible
multiple ways to accomplish tasks

Efficient
perform tasks quickly

2011 Carnegie Mellon University : 27

Example Usability Goals 1/2

Robust
minimal error rates good feedback so user can recover

Pleasing
high subjective satisfaction

Out of box experience


first time to oh thats cool or time to being productive

Fun

2011 Carnegie Mellon University : 28

Example Usability Goals 2/2

Learnability Memorability Flexibility Efficiency Robustness Pleasing Out of box experience Fun

2011 Carnegie Mellon University : 29

How might you measure these usability goals?

2011 Carnegie Mellon University : 30

How might you measure these usability goals?

[Link] magazine/15-09/ff_halo

2011 Carnegie Mellon University : 31

Case Study: Game Testing for Fun in Halo 3

After each session Pagulayan analyzes the data for patterns... For example, he produces snapshots of where players are located in the game at various points in time five minutes in, one hour in, eight hours in to show how they are advancing. If they're going too fast, the game might be too easy; too slow, and it might be too hard.

2011 Carnegie Mellon University : 32

Case Study: Game Testing for Fun in Halo 3

He can also generate a map showing where people are dying, to identify any topographical features that might be making a battle onerous. And he can produce charts that detail how players died

2011 Carnegie Mellon University : 33

Case Study: Game Testing for Fun in Halo 3

A similar report showed that in the game's first level players often ran out of rounds for their rifles. This was a mystery, because the designers had been careful to leave more than enough ammunition lying around. The team checked Pagulayan's video records and found that people were firing at the aliens when they were too far away, misjudging the range of the weapon and wasting bullets.

2011 Carnegie Mellon University : 34

Case Study: Game Testing for Fun in Halo 3

At first the designers couldn't figure out how to fix this problem. But then Griesemer stumbled on an elegant hack: He made the targeting reticule turn red when enemies were in range, subtly communicating to players when their shots were likely to hit home. It worked. Last week 52 percent of players gave the Jungle level a 5 out of 5 rating for "fun," and another 40 percent rated it a 4.

2011 Carnegie Mellon University : 35

Case Study: Game Testing for Fun in Halo 3

2011 Carnegie Mellon University : 36

Where People get Lost in Halo

Know thy Users


Cognitive abilities
perception physical manipulation memory

Organizational / job abilities


what skills required who they talk to

This topic will be covered more in-depth later in semester

2011 Carnegie Mellon University : 37

The User is Not Like Me


You already know too much
easy to think of self as typical user easy to make mistaken assumptions this is the most common mistake possible

How to avoid this problem?

2011 Carnegie Mellon University : 38

The User is Not Like Me


Keep users involved throughout design
understanding work process getting constant feedback on designs

A user-centered design mind-set


thinking of the world in users terms (empathy) not technology-centered / feature driven, think of benefit to users

2011 Carnegie Mellon University : 39

Nobody is born knowing this stuff You've forgotten what it's like to be a beginner If it's not obvious to them, it's not obvious A computer is a means to an end. The person you're helping probably cares mostly about the end. Beginners face a language problem Most UIs are terrible. When people make mistakes it's usually the fault of the interface. You've forgotten how many ways you've learned to adapt to bad interfaces.

2011 Carnegie Mellon University : 40

Phil Agres How to Help Someone Use a Computer

Alternatives to Focusing on Users


I would personally argue that usercentered design is key to innovation
Finding real problems people have, helping to solve them in best way

But sadly, its not always the way things are done in industry An Open Letter to Blackberry Execs (June 2011), by anonymous

2011 Carnegie Mellon University : 41

I believe these points need to be heard and I desperately want RIM to regain its position as a successful industry leader. Our carriers, distributors, alliance partners, enterprise customers, and our loyal end users all want the same thing for BlackBerry to once again be leading the pack. While we anxiously wait to see the details of the streamlining plan, here are some suggestions:

2011 Carnegie Mellon University : 42

An Open Letter to Blackberry Execs

1) Focus on the End User experience Lets obsess about what is best for the end user. We often make product decisions based on strategic alignment, partner requests or even legal advice the end user doesnt care. We simply have to admit that Apple is nailing this and it is one of the reasons they have people lining up overnight at stores around the world, and products sold out for months. These people arent hypnotized zombies, they simply love beautifully designed products that are user centric and work how they are supposed to work.

2011 Carnegie Mellon University : 43

An Open Letter to Blackberry Execs

Android has a major weakness it will always lack the simplicity and elegance that comes with end-to-end device software, middleware and hardware control Lets start an internal innovation revival with teams focused on what users will love instead of chasing feature parity and feature differentiation for no good reason (Adobe Flash being a major example). When was the last time we pushed out a significant new experience or feature that wasnt already on other platforms?

2011 Carnegie Mellon University : 44

An Open Letter to Blackberry Execs

Rather than constantly mocking iPhone and Android, we should encourage key decision makers across the board to use these products as their primary device for a week or so at a time This way we can understand why our users are switching and get inspiration as to how we can build our next-gen products even better! Its incomprehensible that our top software engineers and executives arent using or deeply familiar with our competitors products.

2011 Carnegie Mellon University : 45

An Open Letter to Blackberry Execs

Myths of Good Design Who builds interfaces? Waterfall methods vs iterative design Design representations Usability Goals Two key phrases
Know thy user The user is not like me

2011 Carnegie Mellon University : 46

Recap

Readings to do before class


Hugh Beyer, Karen Holtzblatt Apprenticing with the Customer [Link] 03365 Remember to use VPN if off campus

Assignment #1 and #2 due Friday Buy (or get access to) book The Design of Everyday Things

2011 Carnegie Mellon University : 47

Next Time

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