Dealing with challenges (users)

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Chris Douce @ European Innovation Academy Summer Session 2013

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  • matching design with a user, enhancing user experience
  • Introduction or overview The following day we’ll look at testing in various types of testing There will be a break in the middle.
  • Recapping aspects of interaction design (might include some of the topics that David has mentioned) Usability goals, user experience goals Different types of prototypes (pictures; horizontal and vertical)
  • Potentially a recap of some of the things that David might have covered
  • Taxi from home, check in (easy), flight (gave on screen information – information = control), helsinki airport (crowded and busy), second flight delayed (but water given out) – nice touch – no real implications, taxi from airport to hotel – all good. Put bags in the back. Tea in the hotel.
  • Potentially a recap of some of the things that David might have covered
  • What do the users bring to it? Background and experience and expectations. We put assumptions i.e. we have our mentals but the users might have. Consider extreme users, not just the typical users.
  • Whether the users are interrupted often etc. Attributes of either.
  • Positive scenario Diane: Technical failure , contexual (is the technology supported within its context), conceptual (assumptions about the users and their worldview) Example - Error: 404 – who is a system administrator
  • People in tables…
  • People in tables…
  • People in tables…
  • People in tables…
  • People in tables…
  • People in tables…
  • Peer testing Just as you’ve got high and low fidelity prototypes – you can have high and low fidelity testing.
  • Different products will have to take account of all of these.
  • matching design with a user, enhancing user experience
  • Dealing with challenges (users)

    1. 1. Lecture: Dealing with challenges (users) Chris Douce, 22 July 2013 (13.00 – 13.50)
    2. 2. Lecture: Dealing with challenges (users) • What did we learn during the previous session? – Project – People – Technology • Revisiting usability • Minus scenarios • User testing
    3. 3. Revisiting usability Infinite usability and accessibility = Infinite amounts of time + Infinite amounts of money
    4. 4. Interaction Design
    5. 5. Interaction Design
    6. 6. Usability Goals Effectiveness Efficiency Utility Learnability Memorability Safety
    7. 7. User experience
    8. 8. User experience goals Satisfying Enjoyable Gimicky Pleasurable Exciting Entertaining Childish HelpfulBoring Supportive of creativity Motivating Challenging Aestetically pleasing Unpleasant Frustrating Enhancing sociability Cognitively stimulating Fun Patronising Provocative Surprising Rewarding Emotionally fulfilling Engaging Annoying Cutesy
    9. 9. User personas Photo Vinay d. ventataramaiah (Creative Commons)
    10. 10. Environment • Physical • Social • Organisational • Technical • Cultural (light, noise, dirt) (collaboration, sharing, recording) (hierarchical, flat structure, support) (compatibility, software, infrastructure) (attitude, motivation, acceptable)
    11. 11. Task • Simplicity • Varying • Safety • Collaboration (complex, subtasks, variability) (time, location, user) (security, privacy) (single, multiple users)
    12. 12. Minus scenarios • What can go wrong will go wrong… Examples: • Hardware and network failure • Mismatch between task and product • Differences between: assumptions leading to errors Failure: contextual,conceptualtechnical,
    13. 13. Activity: user experience • Think of a situation where you had a really good user experience. How did it make you feel? What was right about it? • Considering your project, write a negative scenario (or story) for two users; one who is typical, one who is extreme. • Discuss these in your groups. • You have ten minutes
    14. 14. • Think of a positive user experience. Write a negative scenario for two users; one who is typical, one who is extreme. Go!
    15. 15. • Think of a positive user experience. Write a negative scenario for two users; one who is typical, one who is extreme. Five minutes
    16. 16. • Think of a positive user experience. Write a negative scenario for two users; one who is typical, one who is extreme. Two minutes
    17. 17. • Think of a positive user experience. Write a negative scenario for two users; one who is typical, one who is extreme. STOP!
    18. 18. Activity: user experience • Think of a situation where you had a really good user experience. How did it make you feel? What was right about it? • Considering your project, write a negative scenario (or story) for two users; one who is typical, one who is extreme. • Discussion
    19. 19. Testing with users D E C I D E Determine the goals Explore the questions Choose the evaluation approach and methods Identify the practical issues Decide how to deal with ethical issues Evaluate, analyse, interpret and present
    20. 20. Summary User challenges: •User •Task •Environment Considering the technical challenges… (attributes, experience, attitudes) (simplicity, frequency, situations) (task, cultural, economic)
    21. 21. Lecture: Dealing with challenges (users) Chris Douce, 22 July 2013 (13.00 – 13.50)

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