What Does The User Really Want

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  • What Does The User Really Want

    1. 1. Interaction Design: What does the user really want? Stefan Bookholt [email_address]
    2. 2. Agenda <ul><li>Focus: Mooie of goede interface? </li></ul><ul><li>Context: Wat, hoe en waarom? </li></ul><ul><li>Ontwerp-tools: Persona’s, Scenario’s en Storyboards </li></ul><ul><li>Praktijkvoorbeelden </li></ul>
    3. 3. Focus: Mooie of goede interface? <ul><li>Graphical design VS Interaction Design </li></ul>
    4. 4. Focus: Mooie of goede interface? (http://www.montparnas.com/articles/what-is-user-experience-design/)
    5. 5. Focus: Mooie of goede interface? <ul><ul><li>Interaction Design (IxD) is the branch of user experience design that defines the structure and behavior of interactive products and services. </li></ul></ul><ul><ul><li>Designing the behavior of complex interactive systems – Alan Cooper </li></ul></ul><ul><ul><li>“ Designing interactive products to support people in their everyday and working lives” – Jennifer Preece (Interaction design – human-computer interaction </li></ul></ul><ul><ul><li>“ The design of spaces for human communication and interaction” – Terry Winograd (1997) </li></ul></ul>
    6. 6. Context: Wat gaat er mis? <ul><li>Klant != eindgebruiker </li></ul><ul><li>Mentaal model/technisch model </li></ul><ul><li>VS </li></ul><ul><li>Software is meer dan een lijst met requirements </li></ul><ul><li>De interface moet gericht zijn op de DOELEN van de eindgebruiker </li></ul>
    7. 7. Context: Hoe gaan we dit oplossen? <ul><li>1. Persona’s </li></ul><ul><li>2. Scenario’s </li></ul><ul><li>3. Storyboards </li></ul>
    8. 8. Ontwerptools: 1. Personas <ul><li>Een virtueel persoon die het gedrag en doelen van een groep personen vertegenwoordigd. </li></ul>
    9. 9. Ontwerptools: 1. Personas
    10. 10. Ontwerptools: 1. Personas <ul><li>Ontwerp een auto voor de volgende personen: </li></ul><ul><ul><li>Sarah, ze is moeder van 4 kinderen, welke ze elke dag naar school moet brengen </li></ul></ul><ul><ul><li>Henk, hij is hovenier, en moet regelmatig gereedschappen vervoeren </li></ul></ul><ul><ul><li>Dick, hij is directeur en wil graag een snelle auto met status </li></ul></ul>
    11. 11. Ontwerptools: 1. Personas
    12. 12. Ontwerptools: 2. Scenario’s <ul><li>Scenario’s? </li></ul><ul><li>User Stories? </li></ul><ul><li>Use cases? </li></ul>Usage Scenario Use case Use case Use case Success scenario Success scenario Success scenario Fail scenario Fail scenario Fail scenario
    13. 13. Ontwerptools: 2. Scenario’s <ul><li>A scenario is a description of a person's interaction with a system. </li></ul><ul><li>(http://www.infodesign.com.au/ftp/Scenarios.pdf) </li></ul>
    14. 14. Ontwerptools: 2. Scenario’s It’s Friday afternoon and Sara is flying to Sydney. She doesn’t have enough money for a taxi to the airport, and he’s running late. She goes to the local ATM and identifies herself. She specifies that she wants $100 from her savings account. She’d like the money in $20 notes so that she can give the taxi driver the correct change. She doesn’t want a printed receipt, as she doesn’t bother keeping track of transactions in this account.
    15. 15. Ontwerptools: 3. Storyboards Bron: www.pausback.net/zoom.php?cmd=zoomprevious Bron: www.ploykarbon.com
    16. 16. Context: Waarom extra aandacht aan de interactie? <ul><li>Eindgebruikers kunnen efficienter en leuker werken. </li></ul><ul><li>Het ontwikkelteam kan beter functioneren </li></ul><ul><li>Helderheid in hoe de applicatie gebruikt wordt </li></ul><ul><ul><li>Dus: Beter te testen </li></ul></ul><ul><li>Maar ook: minder verandering in requirements door focus op de einddoelen. </li></ul><ul><ul><li>Dus: kortere doorlooptijd mogelijk. </li></ul></ul>
    17. 17. Context: Hoe in te passen in het ontwikkelproces
    18. 18. Cases: Urenregistratie
    19. 19. Cases: Urenregistratie
    20. 20. Case: Functiegradering
    21. 21. Case: Functiegradering
    22. 22. Case: Functiegradering
    23. 23. Stappenplan <ul><li>1. The creation of personas , which are archetypal users of products with their goals, backgrounds, and mental models. </li></ul><ul><li>2. The description of scenarios involving actions the personas want to perform and for which a product must be designed. </li></ul><ul><li>3. The creation of storyboards of the product interface derived from persona scenarios and mental models, which then drive the rest of the product design. </li></ul>
    24. 24. Vragen? <ul><li>Stefan Bookholt [email_address] </li></ul><ul><li>Of loop even langs op de stand. </li></ul>

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