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User-centered approaches to
interaction design
ICS205 Spring02
Content
 Introduction
 Importance of involving users
 Degrees of involvement
 What is user-centered approach
 Applying ethnography in design
 Coherence
 Contextual design
 Involving users in design
ICS205 Spring02
Introduction
 User-centered development involves
 Finding out a lot about users and their
tasks
 Using this information to inform design
 Data-gathering techniques
 Method for naturalistic observation:
ICS205 Spring02
Introduction(2)
 Another aspect of user-centered
development:
 User involvement in the development
process.
 Different degrees of involvement:
 Through evaluation studies
 Users contribute actively to the design
itself – to become co-designer.
ICS205 Spring02
Importance to involve users
 Developers can gain a better
understanding of users’ needs and
goals, leading to a more appropriate,
more usable product.
 Non-functionality aspects
 Expectation management
 Ownership
ICS205 Spring02
Expectation management
 The process of making sure that the
users’ views and expectations are
realistic.
 Ensure that there are no surprises for
users when the product arrives.
 It’s better to exceed users’ expectations
than to fall below them.
ICS205 Spring02
Techniques for EM
 Involving users throughout development
 Adequate and timely training
ICS205 Spring02
Ownership
 Users who are involved and feel that
they have contributed to a product’s
development are
 more likely to feel a sense of “ownership”.
 more receptive to it when it finally
emerges.
ICS205 Spring02
Degrees of involvement
 Users may be co-opted to the design
team.
 Full-time, part-time
 Users may be kept informed through
 regular newsletters, or
 other channels of communication.
ICS205 Spring02
Degrees of involvement (2)
 Compromise situation for large number
of users
 Representatives from each user group
 Other users are involved through design
workshops, evaluation sessions and other
data-gathering activities.
ICS205 Spring02
A well-designed system
 Should make the most of human skills
and judgment
 Should be directly relevant to the work
in hand, and
 Should support rather than constrain
the user.
ICS205 Spring02
User-centered approach
 Principles:
 Early focus on users and tasks
 Empirical measurement
 Iterative design
 Olympic Messaging System (OMS)
 First reported large computer-based
system using these three principles
ICS205 Spring02
Early focus on users and
tasks
 User’s tasks and goals: driving force
 Users’ behavior and context of use
 systems are designed to support them
 Users’ characteristics are captured and
designed for.
 Cognitive aspects
 Physical aspects
ICS205 Spring02
Early focus on users (2)
 Users are consulted throughout
development
 All design decisions should be within
 the context of the users
 their work, and
 their environment
ICS205 Spring02
Understanding users’ work
 Applying ethnography in design
 “writing the culture”
 Aims to find the order within an activity
 Users are observed as they go about
their normal activities.
ICS205 Spring02
Design and Ethnography
 The goals of them are opposite
 Design is concerned with abstraction
and rationalization.
 Ethnography is about detail.
ICS205 Spring02
Framework
 Help designers use the presentation of
ethnographies
 Three dimensions:
 Distributed co-ordination
 Plans and procedures
 Awareness of work
ICS205 Spring02
Alternative approach
 Train developers to collect ethnographic
data themselves.
 Give the designers first-hand
experience
 Two methods:
 Coherence
 Contextual design

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User centred deisgn

  • 2. ICS205 Spring02 Content  Introduction  Importance of involving users  Degrees of involvement  What is user-centered approach  Applying ethnography in design  Coherence  Contextual design  Involving users in design
  • 3. ICS205 Spring02 Introduction  User-centered development involves  Finding out a lot about users and their tasks  Using this information to inform design  Data-gathering techniques  Method for naturalistic observation:
  • 4. ICS205 Spring02 Introduction(2)  Another aspect of user-centered development:  User involvement in the development process.  Different degrees of involvement:  Through evaluation studies  Users contribute actively to the design itself – to become co-designer.
  • 5. ICS205 Spring02 Importance to involve users  Developers can gain a better understanding of users’ needs and goals, leading to a more appropriate, more usable product.  Non-functionality aspects  Expectation management  Ownership
  • 6. ICS205 Spring02 Expectation management  The process of making sure that the users’ views and expectations are realistic.  Ensure that there are no surprises for users when the product arrives.  It’s better to exceed users’ expectations than to fall below them.
  • 7. ICS205 Spring02 Techniques for EM  Involving users throughout development  Adequate and timely training
  • 8. ICS205 Spring02 Ownership  Users who are involved and feel that they have contributed to a product’s development are  more likely to feel a sense of “ownership”.  more receptive to it when it finally emerges.
  • 9. ICS205 Spring02 Degrees of involvement  Users may be co-opted to the design team.  Full-time, part-time  Users may be kept informed through  regular newsletters, or  other channels of communication.
  • 10. ICS205 Spring02 Degrees of involvement (2)  Compromise situation for large number of users  Representatives from each user group  Other users are involved through design workshops, evaluation sessions and other data-gathering activities.
  • 11. ICS205 Spring02 A well-designed system  Should make the most of human skills and judgment  Should be directly relevant to the work in hand, and  Should support rather than constrain the user.
  • 12. ICS205 Spring02 User-centered approach  Principles:  Early focus on users and tasks  Empirical measurement  Iterative design  Olympic Messaging System (OMS)  First reported large computer-based system using these three principles
  • 13. ICS205 Spring02 Early focus on users and tasks  User’s tasks and goals: driving force  Users’ behavior and context of use  systems are designed to support them  Users’ characteristics are captured and designed for.  Cognitive aspects  Physical aspects
  • 14. ICS205 Spring02 Early focus on users (2)  Users are consulted throughout development  All design decisions should be within  the context of the users  their work, and  their environment
  • 15. ICS205 Spring02 Understanding users’ work  Applying ethnography in design  “writing the culture”  Aims to find the order within an activity  Users are observed as they go about their normal activities.
  • 16. ICS205 Spring02 Design and Ethnography  The goals of them are opposite  Design is concerned with abstraction and rationalization.  Ethnography is about detail.
  • 17. ICS205 Spring02 Framework  Help designers use the presentation of ethnographies  Three dimensions:  Distributed co-ordination  Plans and procedures  Awareness of work
  • 18. ICS205 Spring02 Alternative approach  Train developers to collect ethnographic data themselves.  Give the designers first-hand experience  Two methods:  Coherence  Contextual design

Editor's Notes

  1. In Chapter 7, we learned some data-gathering techniques which can be used to collect this information, including naturalistic observation. Studying people in their “natural surroundings as they go about their work can provide insights that other data-gathering techniques cannot. One particular method that has been used for naturalistic observation in the social sciences is ethnography.
  2. There are different degrees of involvement, one of which is through evaluation studies. Another is for users to contribute actively to the design itself.
  3. In the past, developers would often talk to managers or to “proxy-users”, I.e., people who role-played as users, when eliciting requirements. But the best way to ensure that development continues to take users’ activities into account is to involve real users throughout. In this way, developers can gain a better understanding of users’ needs and goals, leading to a more appropriate, more usable product. However, two other aspects which have nothing to do with functionality are equally as important if the product is to be usable and used: Expectation management and ownership.
  4. Expectation management is the process of making sure that the users’ views and expectations are realistic. The purpose of expectation management is to ensure that there are no surprises for users when the product arrives. The marketing of the new arrival must be careful not to misrepresent the product. How many times have you seen an advert for something you thought would be really good to have, but when you see one, discover that the marketing “hype” was a little exaggerate. I expect you felt quite disappointed and let down. This is the kind of feeling that expectation management tries to avoid. Exceed users’ expectations than to fall below them: This does not mean just adding more features, but that the product supports the users’ work more effectively than they expect.
  5. Involving users throughout development helps with expectation management because they (users) can see from an early stage what the product’s capabilities are and what they are not. They will also understand better how it will affect their jobs and what they can expect to do with the product: they are less likely to be disappointed. (Users can also see the capabilities develop and understand, at least to some extent, why the features are the way they are. ) Adequate and timely training is another technique for managing expectations. If you give people the chance to work with the product before it is released, either by training them on the real system or by offering hands-on demonstrations of a prerelease version, then, they will understand better what to expect when the final product is released.
  6. A second reason for user involvement is ownership. Users who are involved and feel that they have contributed to a product’s development are more likely to feel a sense of “ownership” towards it and to be receptive to it when it finally emerges.
  7. Different degrees of user involvement may be implemented in order to manage expectations and to create a feeling of ownership. Users may be co-opted to the design team so that they are major contributors.
  8. If you have a large number of users, then a compromise situation is probably the best. Representatives from each user group maybe co-opted onto the team on a full-time basis, while other users are involved through design workshops, evaluation sessions and other data-gathering activities.
  9. Three principles that will lead to a “useful and easy to use computer system”. Empirical measurement: Early in development, the reactions and performance of intended users is observed and measured. Later on, users interact with simulations and prototypes and their performance and reactions are observed, recorded and analyzed. Iterative design: when problems are found in user testing, they are fixed and then more tests and observations are carried out to see the effects of the fixes. This means that design and development is iterative, with cycles of “design, test, measure, and redesign” being repeated as often as necessary. Olympic Message System (OMS),a voice mail system that was developed according tothree behavioral principles. It describes a project fromstart to finish-from design and development to actualuse by the customer. T
  10. 1. User’s tasks and goals are driving force behind the development. Instead of saying, “Where can we deploy this new technology?”, say, “What technologies are available to provide better support for users’ goals?” 2. Users’ behavior and context of use are studied and the system is designed to support them. This is about more than just capturing the tasks and the users’ goals. How people perform their tasks is also significant. 3. Cognitive aspects, such as attention, memory and perception issues. Physical aspects include height, mobility, and strength. (Some characteristics are general, such as red-green blind in white men)
  11. Users are consulted throughout development from earliest phases to the latest and their input is seriously taken into account. There’re different levels of user involvement and there are different ways in which to consult users.
  12. It has been used in the social sciences to display the social organization of activities, and hence to understand work. Studying the context of work and watching work being done reveals information that might be missed by other methods that concentrate on asking about work away from its natural setting. The ethnographic study proved to be very useful in warning against attempts to integrate new technologies into a workplace without thinking through the implications for the work practice.
  13. In some ways, the goals of design and the goals of ethnography are at opposite ends of a spectrum.
  14. Now we introduce one framework that has been developed specifically to help structure the presentation of ethnographies in a way that enables designers to use them. This framework has three main dimensions. The distributed co-ordination dimension focuses on the distributed nature of the tasks and activities, and the means and mechanisms by which they are co-ordinated. The plans and procedures dimension focuses on the organizational support for the work, such as workflow models and organizational charts, and how these are used to support the work. The awareness of work dimension focuses on how people keep themselves aware of others’ work.
  15. Rather than taking data from ethnographers and interpreting this in design, an alternative approach is to train developers to collect ethnographic data themselves. This has the advantage of giving the designers first-hand experience of the situation. The two methods described below provide such support.