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EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction
 

EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction

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    EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction Presentation Transcript

    • spring 2011- introduction
    • the course team➝  Prof.Jeffrey Huang (responsible)➝  teacher: Hendrik Knoche➝  teaching assistant: Michal Fok➝  guest lecturers – tba
    • course basics ➝  6 credits ➝  2 h lecture ➝  4 h studio/lab ➝  4 h home based preparation ➝  no written exam
    • the course structure➝  1 design brief➝  4 design reviews➝  14 interactive lectures/seminars➝  14 studio sessions➝  reading assignments➝  interactive exercisesall in English
    • assessmentthe final grade is based on: the grades of four mandatory reviews " (submitted documentation and its presentation):1.  results and design ideas from requirements capture (i)" through scenarios, storyboards and personas2.  design idea presentation through first (lo-fi) prototype (i)3.  interactive prototype / demonstrator (i)4.  final presentation, incl. video and UX evaluation report (i)" and5.  optional video submission to Microsoft Imagine Cup (g)6.  individual participation in the class/studio " (attendance is mandatory) ✱(i) = individual ✱(g) = group
    • assignment dates➝  22nd Mar – 1st review (rc results + ideas)➝  12th April – 2nd review (design solutions)➝  4th May – Microsoft Imagine Cup " round 1 competition deadline ➝  10th May – 3rd review (prototype)➝  31st May – final review documentation for each review is due on the Monday before the review at 12:00 ✱ late submissions are subject to penalty
    • how is your design evaluated? by a panel of expertsQ: how do you assess concepts or designs?A: Scott Jenson (former director of Symbian): ❝First I ll be asking what s the value of this? , that is Will people really want it? [… the] second is simplicity.❞ Jones & Marsden (2006) ❝…being humble as these [designs] are evaluated and seen to fall short, and to need refining.❞ Jones & Marsden (2006)
    • what is this course?Personal Interaction Studio focuses on ➝  mobile devices as the platform (personal) ➝  interaction design ➝  studio as the teaching format ➝  the idea is to generate, communicate, evaluate, iterate and improve design ideas through synthesis by re- defining problem and the solution
    • resources➝  all communication and further readings, links etc. will go through moodle ➝  please enroll with the key: persint➝  http://moodle.epfl.ch/course/view.php?id=6881
    • syllabus1.  introduction2.  data collection3.  analysis4.  design techniques5.  mobile i/o6.  screen design7.  prototyping8.  -14. guest lectures and seminar
    • example
    • things you will learn (about)➝  brainstorming, ice breaking➝  interviewing➝  qualitative analysis➝  personas➝  scenarios➝  storyboarding➝  elevator pitch➝  lo-fi prototyping ➝  hi-fi prototyping➝  designing, critiquing, re-designing➝  communicating your ideas through various means – show and tell, posters, presentation " (if time permits – video)
    • topics addressed in this class➝  design thinking ➝  interaction design➝  user experience
    • design briefRain-fed farming provides the bulk of the world s foodsupply and has tremendous potential to increase itsproductivity to meet the 2015 hunger reduction target of theMillenium Development Goal (MDG): " eradicate extreme poverty and hungerInnovations are needed in land, water and crop managementbut the efforts required to achieve this need to focus onincreasing human and institutional capacity, build knowledgeand improve management and infrastructure. Large numbersof people especially in rural areas are excluded from accessto relevant information either because information is notavailable or inaccessible due to illiteracy. The mobile phone isthe only widely available programmable platform.Your task is to design an application that empowers ruralpeople to improve their livelihoods.
    • more details…attribution: parts of these slides are based on Angela Sasse and Sven Laqua s course on interaction design at UCL
    • why mobiles?❝The most profound technologies are those that disappear.❞ Mark Weiser
    • mobile life
    • why design?➝  post WWII declining American manufacturing quality disillusioned purchasers who, after being attracted by external style, found products unsatisfactory in use➝  American industry got decimated from 1960s on from imports from Japan and Germany where greater attention to production quality and a more holistic approach to design were the norm.➝  key differentiator for products➝  key skill in IT – differentiator for employees
    • why design digital productsdigital products shortcomings: ➝  requirecomputer-centred thinking ➝  poor behaviour, rudenessreasons ➝  ignorance about users ➝  conflicting interests ➝  lack of process
    • what is design? hard to grasp – industrial design, graphic design, software design, interface design, product design … in interaction design (Fallman 2003) :➝  scientific/eng. process (conservative)➝  art form (romantic)➝  ad-hoc activity (pragmatic, bricoleur) none are adequate – design is unfolding " both problem and solution evolve through sketching (prototyping)
    • what is interaction design (IxD)? ➝  it s about the design of behavior" http://designmind.frogdesign.com/blog/behaving-badly-in-vancouver.html➝  designing the mechanisms for interacting with a product (Cooper 2007)➝  …designing interactive products to support people in their everyday and working life (Preece et al, 2002)
    • interaction design within a company➝  management➝  marketing➝  engineering➝  design teamHow to achieve buy-in for your ideas? How do you communicate your ideas to them? What’s the language – same as yours? Scott Jenson: ❝Design is about semantics and syntax. First you need to see what people do and want – the semantics and then you have to find a way to make that possible – the syntax.❞
    • jobs - interaction designresponsibilities include: • lead interaction design (entire product lifecycle), tools and deliverables, including: -  persona development -  use cases, user task flows -  user interface concepts and interaction models -  annotated wireframes -  information architecture -  documentation of design concept in detailed UI specs • effectively communicate interaction models and design ideas to the team, leveraging above tools / documents• identify appropriate user research techniques and metrics for gauging success• guide product direction and set UI requirements based on user research, functional requirements, and business goals• recommend concepts for testing and interpret consumer feedback / results
    • design philosophy➝  centred on human needs ➝  individualor group ➝  support goals and activities ➝  design technology to fit human needs and characteristics➝  involve users whenever possible➝  mix analytical, creative and pragmatic approaches➝  pick from range of design tools➝  use existing best practices but not uncritically➝  monitor design process and reflect on it
    • what is UX? ❝User experience encompasses all aspects of the end- users interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a companys offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.❞ Nielsen, Norman Group
    • user-centred❝User experience and interface design in thecontext of creating software represents an approachthat puts the user, rather than the system, at thecenter of the process. This philosophy, called user-centered design, incorporates user concerns andadvocacy from the beginning of the design processand dictates the needs of the user should beforemost in any design decisions.❞ Microsoft
    • product centred❝The user experience for Mac OS X applicationsencompasses the visual appearance, interactivebehavior, and assistive capabilities of software. Withthe Aqua graphical user interface, Universal Accessfeatures, and user-assistive technologies like theAddress Book framework, Apple Help, andVoiceOver, you can deliver the cohesive andprofessional user experience that Macintosh usershave come to expect. Its easy to leverage the userexperience technologies of Mac OS X to make greatMacintosh software.❞ Apple
    • bad UX➝  ❝Technology that does not work the way they expect makes people feel stupid.❞ ➝  ❝if you intend to drive people away from your site, it’s hard to imagine a more effective approach than making them feel stupid.❞➝  JJ Garrett: Elements of User Experience
    • impact on users’ lives ➝  User: ❝… so I have all these files and documents, all over my desktop, different versions of documents in different folders, and documents I don’t need any more. I never get round to tidying up. I keep emails because I might need because of the address, or the content. But I never get round to putting them into the address book and deleting the mails, so they just pile up. My electronic workspace is a mess.❞ ➝  Q: How does that make you feel? ➝  User: [thinks] ❝It makes me feel that I am a bad person.❞From Richard Boardman’s (2005) PhD thesis onImproving Tool Support for Personal Information Management
    • user experience (UEX, UX) industrial/graphic design form behaviour content information architecture, interaction designer animation etc. Cooper 2006
    • lived experienceAny account of what is oftencalled the user experiencemust take into considerationthe ❛felt❜ experience:emotional, intellectual, andsensual aspects of ourinteractions with technology. ❝We dont just use technology, we live with it.❞John McCarthy, Peter Wright 2004: Technology as experience. MIT Press
    • framework for design and interaction takes place in a has general & specific characteristics CONTEXT physical incl. other USER SYSTEM technologies interacts with to attain social cultural GOAL temporal
    • Garret’s planes of UX➝  strategy – what user wants to achieve➝  scope – what functions and features are required➝  structure – navigation – how are screens linked and grouped➝  skeleton – placement of buttons, tabs, blocks of text, pictures➝  surface – series of pages in high fidelity
    • Garret’s planes of UX concrete surface ❝When designers make choices that do not align with planes above and below, you end up with a skeleton jumble of components that don’t fit.❞ structure scopeGarrett’s planesOf UXP strategy abstract
    • levels of interaction User’s/corporate goals GOAL Output in the Real World LEVEL Userʼs knowledge! Computerʼs representation! TASK! of task domain! of task domain! LEVEL! ! ! ! ! ! ! ! ! DIALOGUE! Userʼs knowledge! Computer command! LEVEL! of language! language! ! ! ! ! ! ! ! ! ! ! Userʼs hands,! Computer keyboard,! INPUT / OUTPUT! eyes! display! LEVEL! Human Structures! Computer Structures!
    • personas➝  represent user groups ➝  system may be used by one or several personas ➝  different characteristics ➝  different goals➝  e.g. buyers of a new car ➝  Jean-David (playboy): " go fast, impress women ➝  Aurelie (soccer mum): " fit in many kids, be safe ➝  Bob (the Builder): " haul big loads, be reliable
    • scenarios➝  persona-based scenarios " concise narrative description of how persona interacts with system to achieve goals➝  context-based scenarios " how product can serve needs of persona, created before any design is done➝  to key path scenarios – refined with design➝  to validation scenarios – based on ❛what … if❜" focus on illustrate requirements (the what), " top-down decomposition to functionality (the how)
    • storyboards
    • scenarios vs. use cases❝… scenarios are an interactive means of definingthe behaviour of a product from the standpoint ofspecific users (personas). This includes not only thefunctionality of the system, but the priority offunctions and the way those functions areexpressed in terms of what the user sees and howshe interacts with the system. use cases, on the other hand, are based onexhaustive descriptions of the functionalrequirements of the system, often of a transactionalnature, focussing on low-level user actions andaccompanying system response.❞Cooper 2006
    • eliciting UX requirements➝  in-depth qualitative data➝  interviews➝  in-depth analysis such as Grounded Theory and Discourse Analysis➝  ethnographic methods ➝  mostly observational ➝  can be combined with surveys, interviews, qualitative studies
    • general readingrecommended books (available at EPF-BIB)Cooper, Reimann & Cronin (2007) " About Face 3, WileyJones & Marsden (2004) " Mobile Interaction Design, WileyScott McCloud (1993)" Understanding Comics, Harper Perennial (on order)Schneiderman & Plaisant (2010) " Designing the User Interface. Addison-Wesley. Preece, Rogers & Sharp (2002)" Interaction Design, Wiley
    • summary➝  focus on design approaches, methods and tools➝  learning by doing➝  interaction design is a relatively young and rapidly developing field➝  interaction designers have to address new technologies and adapt their methods and tools➝  collect artefacts: " paper, pictures, audio, video
    • practical part – design techniques
    • brainstorming➝  group size <10 – ideally between 5-7 + facilitator➝  find and set up comfortable space➝  appoint recorder - up-coming ideas on shared display, flip chart, whiteboard➝  ice-breaking exercise – to familiarize members of groups➝  define problem clearly➝  goal: generate as many ideas as possible adapted from www.mindtools.com/brainstm.html
    • brainstorming – how to➝  address what, how, when, where and why➝  give people time on their own at beginning then ask to share them➝  encourage ➝  todevelop ideas of others further or use as new seeds ➝  enthusiastic, fun, uncritical attitude, ➝  include everyone to contribute (practical and impractical ideas) and develop➝  ensure no criticism or evaluation – riskless atmosphere
    • ice breaker➝  effective to start a training, team-building event➝  goal: ➝  get to know each other ➝  get into the event ➝  become comfortable contributing to event ➝  establish level playing field ➝  create common sense of purpose➝  ingredients: ice, a breaker (method), a facilitator
    • ice breaker - when to useif participants➝  come from different backgrounds➝  need to bond quickly to work on common project or goal➝  are unfamiliar with topic at hand➝  don t know the facilitator but should and vice versa
    • the iceparticipants have ➝  not met before➝  different age, status or levels in an organization➝  different backgrounds – different perceptions of each otherchoose method accordingly &➝  don t try to uncover the whole iceberg
    • ice breaker – methods (introductory)➝  everyoneshares name, nationality, focus of study and one human element, e.g.: ➝  one little known fact about me ➝  true/false - three to four short statements – the group guesses which one is false, or ➝  pair interview – interview and then introduce partner to the group