Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
People andcomputingwk3processofinteractiondesign
1. The Process of Interaction Design
Dr Yun Chen
19th Feb 2016
2. Before the session…
Assignments!!
• Read available materials before asking.
• Use available resources – staffs, potential
system stakeholders, Google etc.
• Attend and sufficiently participant all
scheduled sessions.
• Do research outside class and plan your
work!
3. Overview
What is Interaction Design?
Four Approaches
What is involved in Interaction
Design?
Importance of involving users
Degrees of user involvement
Four basic activities
Some practical issues
Who are the users?
What are ‘needs’?
Where do alternatives come from?
How do you choose among alternatives?
4. What is Interaction Design?
It is a process:
a goal-directed problem solving activity
informed by intended use, target domain,
materials, cost, and feasibility
a creative activity
a decision-making activity to balance trade-
offs
5. Four Approaches (Saffer
2010)
User-Centred Design (UCD) – user
knows best, designers role is to translate
user needs & goals into design solution
Activity-Centred Design (ACD) –
behaviour surrounding tasks
Systems Design – structured, rigorous
and holistic design approach – system is
focus
Genius Design – relies on experience
and creative flair of designer - -user
validates ideas generated by the designer
e.g. iPod
6. UCD Principles
• Early focus on users and tasks
directly studying cognitive, behavioural, anthropomorphic
& attitudinal characteristics
• Empirical Measurement and testing of product
usage
users’ reactions and performance to scenarios, manuals,
simulations & prototypes are observed, recorded and
analysed
• Iterative Design
when problems are found in user testing, fix them and
carry out more tests
7. ACD Example
Activity: Listen to music while driving
Tasks: Choose a Radio Station; Play a CD; Listen
to an IPod play list
Actions: (Choose a radio station) Start the radio,
scan for stations
Operations: (Scan for Stations) Press the Scan
button on the radio once.
Activity Tasks Actions Operations
12. A simple interaction design
lifecycle model
Establishing
Requirements
Prototyping
Designing
Alternatives
Evaluating
Final Product
13. Some practical issues
Who are the users?
What do we mean by ‘needs’?
How to generate alternatives
How to choose among alternatives
How to integrate interaction design
activities with other models?
User Analysis
Task Analysis
Prototyping
Feasibility Study &
Evaluation
e.g. usability testing,
participatory design,
system development
lifecycle etc.
14. Who are the users/stakeholders?
Not as obvious as you think:
those who interact directly with the product
those who manage direct users
those who receive output from the product
those who make the purchasing decision
those who use competitor’s products
Three categories of user (Eason, 1987):
primary: frequent hands-on
secondary: occasional or via someone else
tertiary: affected by its introduction, or will influence its
purchase
16. Activity
Who can be three types of users for PUPRU?
Primary: SBS staffs
Secondary: Owners of SMEs, Charities, Public
Sectors who are interested in applying
disruptive technologies in their business
Tertiary: Customers, Investors, Funding
Organisations etc.
17. What do we mean by
‘needs’?
• Users rarely know what is possible
• Users can’t tell you what they ‘need’ to help
them achieve their goals
• Instead, look at existing tasks:
– their context
– what information do they require?
– who collaborates to achieve the task?
– why is the task achieved the way it is?
• Envisioned tasks:
– can be rooted in existing behaviour
– can be described as future scenarios
18. Activity
What are typical tasks for PUPRU?
For
SBS staffs
SME Owners
Funding Organizations
SBS staffs: Present available technologies and proper
business scenarios; Receive feedback/potential contacts;
arrange appointments/meetings etc.
SME Owners: View demos of techs; Leave comments,
book appointments etc.
Funding Organisations: will they be interesting in
funding the development of PUPRU?
19. How to generate
alternatives
Humans stick to what they know works – But you
should change your role now!
But considering alternatives is important to ‘break
out of the box’
Designers are trained to consider alternatives,
software people generally are not
How do you generate alternatives?
—‘Flair and creativity’: research and synthesis
— Seek inspiration: look at similar products or
look at very different products
20. Start with “look at existing tasks”
Consider the supermarket self scan. What do
we know about:
– the context
– what information does this require?
– who collaborates to achieve the task?
– why is the task achieved the way it is?
21. How to choose among
alternatives
Evaluation with users or with peers, e.g.
prototypes
Technical feasibility: some not possible
Quality thresholds: Usability goals lead to
usability criteria set early on and check regularly
— safety: how safe?
— utility: which functions are superfluous?
— effectiveness: appropriate support? task coverage,
information available
— efficiency: performance measurements
23. How to integrate interaction
design in other models
e.g.:-
Lifecycle models from other disciplines
Agile software development promising
have development and design running in
separate tracks
maintain a coherent vision of the interface
architecture
24. Summary
Four basic activities in the design process
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating
User-centered design rests on three principles
1. Early focus on users and tasks
2. Empirical measurement using quantifiable &
measurable usability criteria
3. Iterative design
25. Key Reading
Preece, Rogers, Sharp., ‘Interaction Design: Beyond
Human Computer Interaction’- Chapter 9
See also some interesting work from
York Alternative Interfaces Group
http://www.cs.york.ac.uk/hci/aig/
Cambridge Computer Lab
http://www.cl.cam.ac.uk/research/rainbow/research/iui
.html
And see resources on BB