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Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
Interaction Design and Development Technologies
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Interaction Design and Development Technologies

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A lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics Corporation, Princeton Junction, NJ, USA.

A lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics Corporation, Princeton Junction, NJ, USA.

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  • 1. welcome toUSER INTERACTION DESIGN DEVELOPMENT TECHNOLOGIESLecturer Itamar Medeiros (Brazil) BA in Industrial Design; PgDip in Information Design; 1 /35 USER INTERACTION DESIGNExpertise Multimedia/Web Design, Photography, Information Design and Human-Computer Interaction.
  • 2. CLASSROOM RULESitamar medeiros DEVELOPMENT TECHNOLOGIESAnswer to commands promptly;No food, no drinks, no games in class;Always keep your mobile in silent mode; 2 /35No electronic devices during class-time; USER INTERACTION DESIGNBring only class related material to class;
  • 3. LESSON 02:DEVELOPMENT METHODOLOGIESlearning outcome DEVELOPMENT TECHNOLOGIESStudents will learn that consistently following development methodologies can help design teams meet budgets 3 /35 and schedules. USER INTERACTION DESIGN
  • 4. LESSON 02:DEVELOPMENT METHODOLOGIEScontent DEVELOPMENT TECHNOLOGIESA lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics 4 /35 Corporation, Princeton Junction, NJ, USA. USER INTERACTION DESIGN
  • 5. DEVELOPMENT METHODOLOGIES DEVELOPMENT TECHNOLOGIESMany software development projects fail to achieve their goals. Some estimates of the failure rate put it as high as 60%.Much of this problem can be traced to poor 5 /35 communication between developers* USER INTERACTION DESIGN and their business clients* or between developers and their users*.
  • 6. DEVELOPMENT METHODOLOGIESdeveloper | 发者 DEVELOPMENT TECHNOLOGIESA developer is an entity, either a company or individual, that creates interactive media products/systems/applications. 发者是一个实体,可以是一个公司或者 6 /35 个人。该公司和个人 创交互式媒体产 USER INTERACTION DESIGN 品/系统/应用。
  • 7. DEVELOPMENT METHODOLOGIESclient | 客户 DEVELOPMENT TECHNOLOGIESThe persons or group that are the direct beneficiaries of a project or service. They are the people for whom the project is being undertaken. 7 /35直接受益于一项项目或服务的个人或组 USER INTERACTION DESIGN 织。这些项目是为客户服务的。
  • 8. DEVELOPMENT METHODOLOGIESuser | 用户 DEVELOPMENT TECHNOLOGIESA person who requires an interactive system/product for the performance of a task or recreational activity. Also called an end-user. 8 /35需要利用交互式系统/产品来执行一项任务 USER INTERACTION DESIGN 或进行娱乐活动的人。也可称为终端客 户。
  • 9. DEVELOPMENT METHODOLOGIESunderstanding the business DEVELOPMENT TECHNOLOGIESSuccessful developers work carefully to understand the business’ needs and refine their skills in collecting requirements from non-technical business managers. 9 /35 USER INTERACTION DESIGNSince business managers may lack the knowledge to understand technical proposal, dialog is necessary to reduce confusion about the implications of design decisions.
  • 10. DEVELOPMENT METHODOLOGIESuser-centered design DEVELOPMENT TECHNOLOGIESSuccessful developers also know that consistently following user-centered methodologies* can help design teams meet budgets* and schedules* for the development of a product*. 10/35 USER INTERACTION DESIGN
  • 11. USER-CENTERED DESIGNmethodology | 方法学 DEVELOPMENT TECHNOLOGIESA methodology represents a package of practical ideas and proven practices for a given area of activity, such as the planning, design development or management of IT-based systems. 11/35 USER INTERACTION DESIGN在某一领域中一系列的实际的想法和已证 明的实践。诸如计 、设计的发展或建 立在信息技术系统上的管理。
  • 12. USER-CENTERED DESIGNbudget | 预算 DEVELOPMENT TECHNOLOGIESA plan for determining in advance the expenditure of time, money, etc.在操作之前预先对于时间和钱等事项的计 算。 12/35 USER INTERACTION DESIGN
  • 13. USER-CENTERED DESIGNschedule | 时间表 DEVELOPMENT TECHNOLOGIESA Plan for an activity or event; make a schedule; plan the time and place for events; In project management, a schedule consists of a list of a projects terminal elements with assigned start 13/35 and finish dates. USER INTERACTION DESIGN 于一项活动或项目的计 ;做计 表; 计 该项目的时间和地点;在项目管理 中,计 表包括期末元素以及项目 始 和截至日期。
  • 14. USER-CENTERED DESIGNproduct | 产品 DEVELOPMENT TECHNOLOGIESA good, service, person, or idea consisting of a bundle of tangible and intangible benefits that satisfies consumers needs and wants. 14/35指的是包含了一系列切合实际和不切合实 USER INTERACTION DESIGN 际的利益的,并且能 满足客户需求的 服务、人或想法。
  • 15. DEVELOPMENT METHODOLOGIESuser-centered design DEVELOPMENT TECHNOLOGIESUser-centered design leads to systems that generate fewer problems during development and have lower maintenance cost over their lifetime: 15/35 USER INTERACTION DESIGN
  • 16. DEVELOPMENT METHODOLOGIESuser-centered systems DEVELOPMENT TECHNOLOGIESEasier to learn;Produce faster performance;Reduce user errors substantially; 16/35Encourage users to explore its features*. USER INTERACTION DESIGN
  • 17. DEVELOPMENT METHODOLOGIESfeatures | 特征 DEVELOPMENT TECHNOLOGIESCharacteristics of a product or service. In an interactive product, represents the different functionalities which users have access to.产品或服务的特性。在交互式产品中指的是用 17/35 户可以使用的不同功能。 USER INTERACTION DESIGN
  • 18. ESTABLISHED METHODOLOGIES DEVELOPMENT TECHNOLOGIESThere are dozens of advertised methodologies – from software engineering to business oriented approaches – but we’ll focus on the well- tested and widely used method, 18/35 The Logical User-Centered Interactive USER INTERACTION DESIGN Design Methodology (LUCID).It identifies six stages:
  • 19. LUCID METHODOLOGYstages DEVELOPMENT TECHNOLOGIESEnvision;Discovery;Design Foundation; 19/35Design detail; USER INTERACTION DESIGNBuild;Release.
  • 20. LUCID METHODOLOGYenvision DEVELOPMENT TECHNOLOGIESAlign the agendas of all stakeholders with organizational strategy and need for “extreme usability”, and develop a clear, shared product vision, embodied in a concept sketch. 20/35 USER INTERACTION DESIGN
  • 21. LUCID METHODOLOGYenvision DEVELOPMENT TECHNOLOGIES Management Activities UI and Usability Sample Tools & Activities Templates•Establish project plan, •Identify major user •Envision Statementincluding general strategy groups. •Collaboration-Teamworkfor usability activities for •Establish preliminary Model 21/35each stage. usability goals. •Risk Assessment USER INTERACTION DESIGN•Assign and communicate •Understand technical, Worksheetroles, responsibility, and schedule, and resourceapproval process. constraints.•Achieve buy-in and •Gather high-level designcommon vision from ideas in the form ofstakeholders, and concept sketches.communicate that to theteam.
  • 22. LUCID METHODOLOGYenvision DEVELOPMENT TECHNOLOGIES Management Activities UI and Usability Sample Tools & Activities Templates•Establish project plan, •Identify major •Envision Statementincluding general strategy user groups. •Collaboration-Teamworkfor usability activities for •Establish preliminary Model 22/35each stage. usability goals. •Risk Assessment USER INTERACTION DESIGN•Assign and communicate •Understand technical, Worksheetroles, responsibility, and schedule, and resourceapproval process. constraints.•Achieve buy-in and •Gather high-level designcommon vision from ideas in the form ofstakeholders, and concept sketches.communicate that to theteam.
  • 23. LUCID METHODOLOGYdiscovery DEVELOPMENT TECHNOLOGIESStudy users to determine high-level user requirements*, terminology, and mental models*. 23/35 USER INTERACTION DESIGN
  • 24. LUCID METHODOLOGYuser requirements | 用户需求 DEVELOPMENT TECHNOLOGIESThe requirements governing the projects deliverable or product as expressed by the users.控制了该项目或产品最终交付使用时的 24/35 特性。 USER INTERACTION DESIGN
  • 25. LUCID METHODOLOGYmental models | 智力模型 DEVELOPMENT TECHNOLOGIESA mental representation that people use to organize their experience about themselves, others, the environment, and the things with which they interact; 25/35 USER INTERACTION DESIGN指的是人们根据自己、他人、环境的之 前的经历,而产生的对于事物的预 期。
  • 26. LUCID METHODOLOGYdiscovery DEVELOPMENT TECHNOLOGIES Management Activities UI and Usability Sample Tools & Activities Templates•Determine appropriate •Assist manager in •Discovery Planuser analysis activities. determining appropriate •Personas-Scenarios•Support designers in user analysis activities. •High-level Userexecuting analysis •Conduct user analysis Requirements 26/35activities, particularly in (interviews, contextual USER INTERACTION DESIGNthe areas of resources and inquiry, usability tests,access to users. etc.).•Coordinate review and •Create personas,approval of personas, scenarios, andscenarios, and requirements.requirements.
  • 27. LUCID METHODOLOGYdiscovery DEVELOPMENT TECHNOLOGIES Management Activities UI and Usability Sample Tools & Activities Templates•Determine appropriate •Assist manager in •Discovery Planuser analysis activities. determining appropriate •Personas-Scenarios•Support designers in user analysis activities. •High-level Userexecuting analysis •Conduct user analysis Requirements 27/35activities, particularly in (interviews, contextual USER INTERACTION DESIGNthe areas of resources and inquiry, usability tests,access to users. etc.).•Coordinate review and •Create personas,approval of personas, scenarios, andscenarios, and requirements.requirements.
  • 28. LUCID METHODOLOGYdiscovery DEVELOPMENT TECHNOLOGIESStudy users to determine high-level user requirements, terminology, and mental models.We’ll create personas* for this stage of 28/35 development of your interactive USER INTERACTION DESIGN product.
  • 29. PERSONASmodel of a user | 角色 DEVELOPMENT TECHNOLOGIESA persona is a model of a user that focuses on the individual’s goals when using an artifact.角色指的是一个虚拟的人物模型,他代 29/35 表了用户在使用人工产品/产品时可 USER INTERACTION DESIGN 能出现的期望和目标。
  • 30. PERSONASmodel of a user | 角色 DEVELOPMENT TECHNOLOGIESThe persona represents patterns of users’ behavior, goals and motives*, compiled in a fictional description of a single individual. 30/35指的是用户的行为风格、目标和动机。 USER INTERACTION DESIGN 将所有的这些组合在一个虚拟的个体 身上。
  • 31. PERSONASpurposes and people DEVELOPMENT TECHNOLOGIESPersonas also focus on the motives behind the user’s actions. Cooper (1999, p.149) argues that good interaction design has a meaning only in the context of a person 31/35 actually using it for some purpose: USER INTERACTION DESIGN “You cannot have purposes without people […] That is why the two key elements of our design process are goals and personas; purposes and people.”
  • 32. ACTIVITY #3personas DEVELOPMENT TECHNOLOGIESCreate 3 (three) personas for your interactive product, according to the template handed in class;Each persona must include: 32/35 -Name; USER INTERACTION DESIGN -Personal Profile; -Background; -Attributes; -Customer needs.
  • 33. HOMEWORK [ GROUPS ]interactive products DEVELOPMENT TECHNOLOGIES1. In your groups, create the concept of -- at least -- 3 (three) personas for their proposed interactive product according to the template presented in class. 33/35 USER INTERACTION DESIGN2. Find 5 (five) examples of similar interactive products for each of the concepts you’ve create, and bring 3 (three) pictures of each one: 15 (fifteen) screenshots.
  • 34. HOMEWORK [ INDIVIDUAL ]sketchbook DEVELOPMENT TECHNOLOGIES1. Choose 5 (five) words marked with asterisks (*) you’ve seen in this class and create 5 (five) posters -- one for each word -- on separate pages of your sketchbook; 34/352. Each poster must include: USER INTERACTION DESIGN -The word chosen, with its English definition; -3 (three) pictures; -2 (two) websites; -Your comments/impressions of the definition.
  • 35. tags HOMEWORK [ INDIVIDUAL ]USER INTERACTION DESIGN DEVELOPMENT TECHNOLOGIES 35/35

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