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Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-3/
Video URL: http://youtu.be/IQx_JU8bV8E
"I'll sit down to work on an assignment, start sketching screens or composing an outline, then suddenly stop and say to myself, "these are all 'hows!' What is the 'what?' What am I really trying to deliver?" There is an implicit 'what' underlying most software projects 'understanding.' The users of your software are trying to learn something from the, data they are seeing. They need to understand the process of working with the software, and how it relates to the rest of their job. They need to understand how to use the software itself. When understanding is made an explicit part of the requirements, the 'how' that is, the design will change. How can we help our users gain under- standing? . . . As the collection grows, a few common themes are emerging. Some of the themes are often discussed in computing circles, such as user centred design, iterative development, user testing, and concern for human factors. These are all 'big ideas.' But what I really need for my day-to-day work are a few easy-to-handle tools -- ways, of thinking that will help me to do well at all those small decisions whose cumulative effect is so large. . . When writers and designers want to explain something, they use visual 'hat racks' (maps, diagrams, charts, lists, time lines) that help us understand how our world is organised. Information hats may be hung on these racks to reveal patterns, connections, and relationships. As the scientific visualisation community has found out, one of the exciting things about computers is the way they let you dynamically change the racks on which your information hats are hanging -- you can see the same information in many different ways. . . Although there seems to be an infinity of ways to organise information, [Wurman] notes there are really only five general ways: time; location; continuum or magnitude; and category."... Marc Rettig 1992
'Hat Racks for Understanding!' -- How due we find out what people want? This is just what User (or Human) Centred Design (also known as UXD) was created to do; put people first. Here we'll investigate UXD and discuss the ways a design can evolve.
05 - 'What People Want!' -- 'what do people want?', it's often difficult for us to know. Here we'll look at Requirements elicitation and analysis in the context of UX; mainly focusing on Observation, Focus Groups, and one-to-one interviews.
06 - 'Don't use a Napkin!' -- Once you have an idea about your design you need to model it and communicate it to others. In this case we can use techniques like Use Cases, Stories, Scenarios, Personas, Wireframes, and Mock-ups; indeed some of these can also be used for your requirements gathering too.