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The Process of Interaction Design
Dr Yun Chen
19th Feb 2016
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!
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?
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
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
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
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
Systems Design
What is involved in
Interaction Design?
System – Centred Task – Centred User – Centred
Degrees of
User Involvement
• An iterative
process!
• With alternative
solution
evaluation
Four basic activities in
Interaction Design
1. Establishing requirements
2. Designing alternatives
3. Prototyping
4. Evaluating
Assignment 1
Assignment 2
A simple interaction design
lifecycle model
Establishing
Requirements
Prototyping
Designing
Alternatives
Evaluating
Final Product
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.
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
Who are the
stakeholders?
Check-out operators
Customers
Managers and owners
• Suppliers
• Local shop
owners
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.
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
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?
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
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?
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
Testing prototypes to
choose among
alternatives
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
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
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

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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
  • 9. What is involved in Interaction Design? System – Centred Task – Centred User – Centred
  • 10. Degrees of User Involvement • An iterative process! • With alternative solution evaluation
  • 11. Four basic activities in Interaction Design 1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. Evaluating Assignment 1 Assignment 2
  • 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
  • 15. Who are the stakeholders? Check-out operators Customers Managers and owners • Suppliers • Local shop owners
  • 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
  • 22. Testing prototypes to choose among alternatives
  • 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