spring 2011- introduction
the course team

➝  Prof.Jeffrey Huang (responsible)
➝  teacher: Hendrik Knoche
➝  teaching assistant: Michal Fok
➝  guest lecturers – tba
course basics               

➝  6   credits
   ➝  2 h lecture
   ➝  4 h studio/lab
   ➝  4 h home based preparation
   ➝  no written exam
the course structure
➝  1  design brief
➝  4 design reviews
➝  14 interactive lectures/seminars
➝  14 studio sessions
➝  reading assignments
➝  interactive exercises

all in English
assessment
the final grade is based on:
 the grades of four mandatory reviews "
     (submitted documentation and its presentation):
1.   results and design ideas from requirements capture (i)"
     through scenarios, storyboards and personas
2.   design idea presentation through first (lo-fi) prototype (i)
5.   interactive prototype / demonstrator (i)
6.   final presentation, incl. video and UX evaluation report (i)"
     and
7.   optional video submission to Microsoft Imagine Cup (g)
8.   individual participation in the class/studio "
     (attendance is mandatory)
    
✱(i) = individual
    
✱(g) = group
assignment dates
➝  22nd Mar   
– 1st review (rc results + ideas)
➝  12th April 
– 2nd review (design solutions)
➝  4th May    
– Microsoft Imagine Cup "
              
 round 1 competition deadline 
➝  10th May   
– 3rd review (prototype)
➝  31st May   
– final review
 
documentation for each review is due on the
   Monday before the review at 12:00
 
✱ late submissions are subject to penalty
how is your design evaluated? 

by a panel of experts
Q: 
how do you assess concepts or designs?
A: 
Scott Jenson (former director of Symbian):
     
❝First I ll be asking what s the value of
     
this? , that is Will people really want
     
it? [… the] second is simplicity.❞ Jones & Marsden (2006)
 

 
 
❝…being humble as these [designs] are
     
evaluated and seen to fall short, and to need
     
refining.❞ 
  
   
Jones & Marsden (2006)
what is this course?
Personal Interaction Studio focuses on
  ➝  mobile  devices as the platform (personal) 
  ➝  interaction design
  ➝  studio as the teaching format



  ➝  the
       idea is to generate, communicate, evaluate, iterate
    and improve design ideas through synthesis by re-
    defining problem and the solution
resources
➝  all communication and further readings, links etc.
   will go through moodle 
➝  please enroll with the key: persint


➝  http://moodle.epfl.ch/course/view.php?id=6881
syllabus
1.    introduction
2.    data collection
3.    analysis
4.    design techniques
5.    mobile i/o
6.    screen design
7.    prototyping
8.    -14. guest lectures and seminar
example
things you will learn (about)
➝  brainstorming, ice breaking
➝  interviewing
➝  qualitative analysis
➝  personas
➝  scenarios
➝  storyboarding
➝  elevator pitch
➝  lo-fi prototyping 
➝  hi-fi prototyping
➝  designing, critiquing, re-designing
➝  communicating your ideas through various means – show
   and tell, posters, presentation "
   (if time permits – video)
topics addressed in this class
➝  design  thinking 
➝  interaction design
➝  user experience
design brief
Rain-fed farming provides the bulk of the world s food
supply and has tremendous potential to increase its
productivity to meet the 2015 hunger reduction target of the
Millenium Development Goal (MDG): "
       
eradicate extreme poverty and hunger
Innovations are needed in land, water and crop management
but the efforts required to achieve this need to focus on
increasing human and institutional capacity, build knowledge
and improve management and infrastructure. Large numbers
of people especially in rural areas are excluded from access
to relevant information either because information is not
available or inaccessible due to illiteracy. The mobile phone is
the only widely available programmable platform.

Your task is to design an application that empowers rural
people to improve their livelihoods.
more details…






attribution: parts of these slides are based on Angela Sasse and Sven
    Laqua s course on interaction design at UCL
why mobiles?




❝The most profound technologies are those that disappear.❞ Mark Weiser
mobile life
why design?
➝  post  WWII declining American manufacturing
   quality disillusioned purchasers who, after being
   attracted by external style, found products
   unsatisfactory in use
➝  American industry got decimated from 1960s on
   from imports from Japan and Germany where
   greater attention to production quality and a more
   holistic approach to design were the norm.
➝  key differentiator for products
➝  key skill in IT – differentiator for employees
why design digital products
digital products shortcomings:
  ➝  requirecomputer-centred thinking
  ➝  poor behaviour, rudeness



reasons
  ➝  ignorance  about users
  ➝  conflicting interests
  ➝  lack of process
what is design?
    
hard to grasp – industrial design, graphic design,
     software design, interface design, product design
     …

 
in interaction design (Fallman 2003) :
➝  scientific/eng. process (conservative)
➝  art form (romantic)
➝  ad-hoc activity (pragmatic, bricoleur)
 
none are adequate – design is unfolding "
   both problem and solution evolve through
   sketching (prototyping)
what is interaction design (IxD)?                               

➝  it   s about the design of behavior"
   http://designmind.frogdesign.com/blog/behaving-badly-in-vancouver.html

➝  designing               the mechanisms for interacting with a
   product (Cooper 2007)
➝  …designing interactive products to support
   people in their everyday and working life 
  
(Preece et al, 2002)
interaction design within a company
➝  management
➝  marketing
➝  engineering
➝  design   team

How to achieve buy-in for your ideas? How do you
  communicate your ideas to them? What’s the
  language – same as yours? 
Scott Jenson: ❝Design is about semantics and
  syntax. First you need to see what people do and
  want – the semantics and then you have to find a
  way to make that possible – the syntax.❞
jobs - interaction design
responsibilities include: 
• lead interaction design (entire product lifecycle), tools and deliverables,
    including:
    -    persona development 
    -    use cases, user task flows
    -    user interface concepts and interaction models 
    -    annotated wireframes
    -    information architecture
    -    documentation of design concept in detailed UI specs 
• effectively communicate interaction models and design ideas to the
    team, leveraging above tools / documents
• identify appropriate user research techniques and metrics for gauging
    success
• guide product direction and set UI requirements based on user
    research, functional requirements, and business goals
• recommend concepts for testing and interpret consumer feedback /
    results
design philosophy
➝  centred   on human needs
   ➝  individualor group
   ➝  support goals and activities
   ➝  design technology to fit human needs and
     characteristics
➝  involve users whenever possible
➝  mix analytical, creative and pragmatic approaches
➝  pick from range of design tools
➝  use existing best practices but not uncritically
➝  monitor design process and reflect on it
what is UX?
 ❝User experience encompasses all aspects of the end-
 user's interaction with the company, its services, and its
 products. The first requirement for an exemplary user
 experience is to meet the exact needs of the customer,
 without fuss or bother. Next comes simplicity and elegance
 that produce products that are a joy to own, a joy to use.
 True user experience goes far beyond giving customers
 what they say they want, or providing checklist features. In
 order to achieve high-quality user experience in a
 company's offerings there must be a seamless merging of
 the services of multiple disciplines, including engineering,
 marketing, graphical and industrial design, and interface
 design.❞
                                          Nielsen, Norman Group
user-centred
❝User experience and interface design in the
context of creating software represents an approach
that puts the user, rather than the system, at the
center of the process. This philosophy, called user-
centered design, incorporates user concerns and
advocacy from the beginning of the design process
and dictates the needs of the user should be
foremost in any design decisions.❞
                                        Microsoft
product centred
❝The user experience for Mac OS X applications
encompasses the visual appearance, interactive
behavior, and assistive capabilities of software. With
the Aqua graphical user interface, Universal Access
features, and user-assistive technologies like the
Address Book framework, Apple Help, and
VoiceOver, you can deliver the cohesive and
professional user experience that Macintosh users
have come to expect. It's easy to leverage the user
experience technologies of Mac OS X to make great
Macintosh software.❞
                                         Apple
bad UX
➝  ❝Technology      that does not work the way they
   expect makes people feel stupid.❞ 
➝  ❝if you intend to drive people away from your
   site, it’s hard to imagine a more effective
   approach than making them feel stupid.❞
➝  JJ Garrett: Elements of User Experience
impact on users’ lives
 ➝  User: ❝… so I have all these files and documents, all over
    my desktop, different versions of documents in different
    folders, and documents I don’t need any more. I never get
    round to tidying up. I keep emails because I might need
    because of the address, or the content. But I never get
    round to putting them into the address book and deleting
    the mails, so they just pile up. My electronic workspace is
    a mess.❞
 ➝  Q: How does that make you feel?
 ➝  User: [thinks] ❝It makes me feel that I am a bad person.❞




From Richard Boardman’s (2005) PhD thesis on
Improving Tool Support for Personal Information Management
user experience (UEX, UX)

                    industrial/graphic
                         design

                         form


       behaviour                  content

                              information architecture,
      interaction designer        animation etc.
                                                          Cooper 2006
lived experience

Any account of what is often
called the user experience
must take into consideration
the ❛felt❜ experience:
emotional, intellectual, and
sensual aspects of our
interactions with technology.
 


   ❝We don't just use technology, we live with it.❞
   John McCarthy, Peter Wright 2004: Technology as experience. MIT Press
framework for design
                                             and interaction takes place in a
   has general & specific characteristics                    CONTEXT

                                            physical
                                            incl. other
    USER                           SYSTEM   technologies



                  interacts with

      to attain                             social

                                            cultural
        GOAL


                                            temporal
Garret’s planes of UX
➝  strategy  – what user wants to achieve
➝  scope – what functions and features are required
➝  structure – navigation – how are screens linked
   and grouped
➝  skeleton – placement of buttons, tabs, blocks of
   text, pictures
➝  surface – series of pages in high fidelity
Garret’s planes of UX
                           concrete

      surface
                                      ❝When designers make choices
                                      that do not align with planes above
                                      and below, you end up with a
             skeleton                 jumble of components that don’t fit.❞



                   structure


                          scope
Garrett’s planes
Of UXP
                                strategy                   abstract
levels of interaction
    User’s/corporate goals                              GOAL
                             Output in the Real World   LEVEL


    Userʼs knowledge!        Computerʼs representation!   TASK!
    of task domain!          of task domain!              LEVEL!
    !                        !                            !
    !                        !                            !
    !                        !                            DIALOGUE!
    Userʼs knowledge!        Computer command!            LEVEL!
    of language!             language!                    !
    !                        !                            !
    !                        !                            !
    !                        !                            !
    Userʼs hands,!           Computer keyboard,!          INPUT / OUTPUT!
    eyes!                    display!                     LEVEL!


      Human Structures!        Computer Structures!
personas
➝  represent user groups 
➝  system may be used by
   one or several personas
     ➝    different characteristics
     ➝    different goals
➝    e.g. buyers of a new car
     ➝  Jean-David (playboy): "
        go fast, impress women
     ➝  Aurelie (soccer mum): "
        fit in many kids, be safe
     ➝  Bob (the Builder): "
        haul big loads, be reliable
scenarios
  ➝  persona-based     scenarios "
     concise narrative description of how persona
     interacts with system to achieve goals
  ➝  context-based scenarios "
     how product can serve needs of persona, created
     before any design is done
  ➝  to key path scenarios – refined with design
  ➝  to validation scenarios – based on ❛what … if❜"
     focus on illustrate requirements (the what), "
     top-down decomposition to functionality (the how)
storyboards
scenarios vs. use cases
   ❝… scenarios are an interactive means of defining
   the behaviour of a product from the standpoint of
   specific users (personas). This includes not only the
   functionality of the system, but the priority of
   functions and the way those functions are
   expressed in terms of what the user sees and how
   she interacts with the system. 
   use cases, on the other hand, are based on
   exhaustive descriptions of the functional
   requirements of the system, often of a transactional
   nature, focussing on low-level user actions and
   accompanying system response.❞
Cooper 2006
eliciting UX requirements
  ➝  in-depth qualitative data
  ➝  interviews
  ➝  in-depth analysis such as Grounded Theory and
     Discourse Analysis
  ➝  ethnographic methods
     ➝  mostly observational
     ➝  can be combined with surveys, interviews, qualitative
       studies
general reading
recommended books (available at EPF-BIB)
Cooper, Reimann & Cronin (2007) "
  About Face 3, Wiley
Jones & Marsden (2004) "
  Mobile Interaction Design, Wiley
Scott McCloud (1993)"
  Understanding Comics, Harper Perennial (on order)
Schneiderman & Plaisant (2010) "
  Designing the User Interface. Addison-Wesley. 
Preece, Rogers & Sharp (2002)"
  Interaction Design, Wiley
summary
➝  focus  on design approaches, methods and tools
➝  learning by doing
➝  interaction design is a relatively young and rapidly
   developing field
➝  interaction designers have to address new
   technologies and adapt their methods and tools
➝  collect artefacts: "
   paper, pictures, audio, video
practical part – design techniques
brainstorming
➝  group  size <10 – ideally between 5-7 + facilitator
➝  find and set up comfortable space
➝  appoint recorder - up-coming ideas on shared
   display, flip chart, whiteboard
➝  ice-breaking exercise – to familiarize members of
   groups
➝  define problem clearly
➝  goal: generate as many ideas as possible

    
adapted from www.mindtools.com/brainstm.html
brainstorming – how to
➝  address  what, how, when, where and why
➝  give people time on their own at beginning then
   ask to share them
➝  encourage 
   ➝  todevelop ideas of others further or use as new seeds
   ➝  enthusiastic, fun, uncritical attitude, 
➝  include everyone to contribute (practical and
   impractical ideas) and develop
➝  ensure no criticism or evaluation – riskless
   atmosphere
ice breaker
➝  effective    to start a training, team-building event
➝  goal:    
   ➝  get to know each other 
   ➝  get into the event
   ➝  become comfortable contributing to event
   ➝  establish level playing field
   ➝  create common sense of purpose

➝  ingredients:    ice, a breaker (method), a facilitator
ice breaker - when to use
if participants
➝  come from different backgrounds
➝  need to bond quickly to work on common project
   or goal
➝  are unfamiliar with topic at hand
➝  don t know the facilitator but should and vice
   versa
the ice
participants have 
➝  not met before
➝  different age, status or levels in an organization
➝  different backgrounds – different perceptions of
   each other
choose method accordingly &
➝  don t try to uncover the whole iceberg
ice breaker – methods (introductory)
➝  everyoneshares name, nationality, focus of study
  and one human element, e.g.:
  ➝  one  little known fact about me
  ➝  true/false - three to four short statements – the group
    guesses which one is false, or
  ➝  pair interview – interview and then introduce partner to
    the group

EPFL - PxS, week 1 - Personal Interaction Studio 2011 introduction

  • 1.
  • 2.
    the course team ➝ Prof.Jeffrey Huang (responsible) ➝  teacher: Hendrik Knoche ➝  teaching assistant: Michal Fok ➝  guest lecturers – tba
  • 3.
    course basics ➝  6 credits ➝  2 h lecture ➝  4 h studio/lab ➝  4 h home based preparation ➝  no written exam
  • 4.
    the course structure ➝ 1 design brief ➝  4 design reviews ➝  14 interactive lectures/seminars ➝  14 studio sessions ➝  reading assignments ➝  interactive exercises all in English
  • 5.
    assessment the final gradeis based on: the grades of four mandatory reviews " (submitted documentation and its presentation): 1.  results and design ideas from requirements capture (i)" through scenarios, storyboards and personas 2.  design idea presentation through first (lo-fi) prototype (i) 5.  interactive prototype / demonstrator (i) 6.  final presentation, incl. video and UX evaluation report (i)" and 7.  optional video submission to Microsoft Imagine Cup (g) 8.  individual participation in the class/studio " (attendance is mandatory) ✱(i) = individual ✱(g) = group
  • 6.
    assignment dates ➝  22ndMar – 1st review (rc results + ideas) ➝  12th April – 2nd review (design solutions) ➝  4th May – Microsoft Imagine Cup " round 1 competition deadline ➝  10th May – 3rd review (prototype) ➝  31st May – final review documentation for each review is due on the Monday before the review at 12:00 ✱ late submissions are subject to penalty
  • 7.
    how is yourdesign evaluated? by a panel of experts Q: how do you assess concepts or designs? A: Scott Jenson (former director of Symbian): ❝First I ll be asking what s the value of this? , that is Will people really want it? [… the] second is simplicity.❞ Jones & Marsden (2006) ❝…being humble as these [designs] are evaluated and seen to fall short, and to need refining.❞ Jones & Marsden (2006)
  • 8.
    what is thiscourse? Personal Interaction Studio focuses on ➝  mobile devices as the platform (personal) ➝  interaction design ➝  studio as the teaching format ➝  the idea is to generate, communicate, evaluate, iterate and improve design ideas through synthesis by re- defining problem and the solution
  • 9.
    resources ➝  all communicationand further readings, links etc. will go through moodle ➝  please enroll with the key: persint ➝  http://moodle.epfl.ch/course/view.php?id=6881
  • 10.
    syllabus 1.  introduction 2.  data collection 3.  analysis 4.  design techniques 5.  mobile i/o 6.  screen design 7.  prototyping 8.  -14. guest lectures and seminar
  • 11.
  • 12.
    things you willlearn (about) ➝  brainstorming, ice breaking ➝  interviewing ➝  qualitative analysis ➝  personas ➝  scenarios ➝  storyboarding ➝  elevator pitch ➝  lo-fi prototyping ➝  hi-fi prototyping ➝  designing, critiquing, re-designing ➝  communicating your ideas through various means – show and tell, posters, presentation " (if time permits – video)
  • 13.
    topics addressed inthis class ➝  design thinking ➝  interaction design ➝  user experience
  • 14.
    design brief Rain-fed farmingprovides the bulk of the world s food supply and has tremendous potential to increase its productivity to meet the 2015 hunger reduction target of the Millenium Development Goal (MDG): " eradicate extreme poverty and hunger Innovations are needed in land, water and crop management but the efforts required to achieve this need to focus on increasing human and institutional capacity, build knowledge and improve management and infrastructure. Large numbers of people especially in rural areas are excluded from access to relevant information either because information is not available or inaccessible due to illiteracy. The mobile phone is the only widely available programmable platform. Your task is to design an application that empowers rural people to improve their livelihoods.
  • 15.
    more details… attribution: partsof these slides are based on Angela Sasse and Sven Laqua s course on interaction design at UCL
  • 16.
    why mobiles? ❝The mostprofound technologies are those that disappear.❞ Mark Weiser
  • 17.
  • 18.
    why design? ➝  post WWII declining American manufacturing quality disillusioned purchasers who, after being attracted by external style, found products unsatisfactory in use ➝  American industry got decimated from 1960s on from imports from Japan and Germany where greater attention to production quality and a more holistic approach to design were the norm. ➝  key differentiator for products ➝  key skill in IT – differentiator for employees
  • 19.
    why design digitalproducts digital products shortcomings: ➝  requirecomputer-centred thinking ➝  poor behaviour, rudeness reasons ➝  ignorance about users ➝  conflicting interests ➝  lack of process
  • 20.
    what is design? hard to grasp – industrial design, graphic design, software design, interface design, product design … in interaction design (Fallman 2003) : ➝  scientific/eng. process (conservative) ➝  art form (romantic) ➝  ad-hoc activity (pragmatic, bricoleur) none are adequate – design is unfolding " both problem and solution evolve through sketching (prototyping)
  • 21.
    what is interactiondesign (IxD)? ➝  it s about the design of behavior" http://designmind.frogdesign.com/blog/behaving-badly-in-vancouver.html ➝  designing the mechanisms for interacting with a product (Cooper 2007) ➝  …designing interactive products to support people in their everyday and working life (Preece et al, 2002)
  • 22.
    interaction design withina company ➝  management ➝  marketing ➝  engineering ➝  design team How to achieve buy-in for your ideas? How do you communicate your ideas to them? What’s the language – same as yours? Scott Jenson: ❝Design is about semantics and syntax. First you need to see what people do and want – the semantics and then you have to find a way to make that possible – the syntax.❞
  • 23.
    jobs - interactiondesign responsibilities include: • lead interaction design (entire product lifecycle), tools and deliverables, including: -  persona development -  use cases, user task flows -  user interface concepts and interaction models -  annotated wireframes -  information architecture -  documentation of design concept in detailed UI specs • effectively communicate interaction models and design ideas to the team, leveraging above tools / documents • identify appropriate user research techniques and metrics for gauging success • guide product direction and set UI requirements based on user research, functional requirements, and business goals • recommend concepts for testing and interpret consumer feedback / results
  • 24.
    design philosophy ➝  centred on human needs ➝  individualor group ➝  support goals and activities ➝  design technology to fit human needs and characteristics ➝  involve users whenever possible ➝  mix analytical, creative and pragmatic approaches ➝  pick from range of design tools ➝  use existing best practices but not uncritically ➝  monitor design process and reflect on it
  • 25.
    what is UX? ❝User experience encompasses all aspects of the end- user's interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company's offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.❞ Nielsen, Norman Group
  • 26.
    user-centred ❝User experience andinterface design in the context of creating software represents an approach that puts the user, rather than the system, at the center of the process. This philosophy, called user- centered design, incorporates user concerns and advocacy from the beginning of the design process and dictates the needs of the user should be foremost in any design decisions.❞ Microsoft
  • 27.
    product centred ❝The userexperience for Mac OS X applications encompasses the visual appearance, interactive behavior, and assistive capabilities of software. With the Aqua graphical user interface, Universal Access features, and user-assistive technologies like the Address Book framework, Apple Help, and VoiceOver, you can deliver the cohesive and professional user experience that Macintosh users have come to expect. It's easy to leverage the user experience technologies of Mac OS X to make great Macintosh software.❞ Apple
  • 28.
    bad UX ➝  ❝Technology that does not work the way they expect makes people feel stupid.❞ ➝  ❝if you intend to drive people away from your site, it’s hard to imagine a more effective approach than making them feel stupid.❞ ➝  JJ Garrett: Elements of User Experience
  • 29.
    impact on users’lives ➝  User: ❝… so I have all these files and documents, all over my desktop, different versions of documents in different folders, and documents I don’t need any more. I never get round to tidying up. I keep emails because I might need because of the address, or the content. But I never get round to putting them into the address book and deleting the mails, so they just pile up. My electronic workspace is a mess.❞ ➝  Q: How does that make you feel? ➝  User: [thinks] ❝It makes me feel that I am a bad person.❞ From Richard Boardman’s (2005) PhD thesis on Improving Tool Support for Personal Information Management
  • 30.
    user experience (UEX,UX) industrial/graphic design form behaviour content information architecture, interaction designer animation etc. Cooper 2006
  • 31.
    lived experience Any accountof what is often called the user experience must take into consideration the ❛felt❜ experience: emotional, intellectual, and sensual aspects of our interactions with technology. ❝We don't just use technology, we live with it.❞ John McCarthy, Peter Wright 2004: Technology as experience. MIT Press
  • 32.
    framework for design and interaction takes place in a has general & specific characteristics CONTEXT physical incl. other USER SYSTEM technologies interacts with to attain social cultural GOAL temporal
  • 33.
    Garret’s planes ofUX ➝  strategy – what user wants to achieve ➝  scope – what functions and features are required ➝  structure – navigation – how are screens linked and grouped ➝  skeleton – placement of buttons, tabs, blocks of text, pictures ➝  surface – series of pages in high fidelity
  • 34.
    Garret’s planes ofUX concrete surface ❝When designers make choices that do not align with planes above and below, you end up with a skeleton jumble of components that don’t fit.❞ structure scope Garrett’s planes Of UXP strategy abstract
  • 35.
    levels of interaction User’s/corporate goals GOAL Output in the Real World LEVEL Userʼs knowledge! Computerʼs representation! TASK! of task domain! of task domain! LEVEL! ! ! ! ! ! ! ! ! DIALOGUE! Userʼs knowledge! Computer command! LEVEL! of language! language! ! ! ! ! ! ! ! ! ! ! Userʼs hands,! Computer keyboard,! INPUT / OUTPUT! eyes! display! LEVEL! Human Structures! Computer Structures!
  • 36.
    personas ➝  represent usergroups ➝  system may be used by one or several personas ➝  different characteristics ➝  different goals ➝  e.g. buyers of a new car ➝  Jean-David (playboy): " go fast, impress women ➝  Aurelie (soccer mum): " fit in many kids, be safe ➝  Bob (the Builder): " haul big loads, be reliable
  • 37.
    scenarios ➝ persona-based scenarios " concise narrative description of how persona interacts with system to achieve goals ➝  context-based scenarios " how product can serve needs of persona, created before any design is done ➝  to key path scenarios – refined with design ➝  to validation scenarios – based on ❛what … if❜" focus on illustrate requirements (the what), " top-down decomposition to functionality (the how)
  • 38.
  • 39.
    scenarios vs. usecases ❝… scenarios are an interactive means of defining the behaviour of a product from the standpoint of specific users (personas). This includes not only the functionality of the system, but the priority of functions and the way those functions are expressed in terms of what the user sees and how she interacts with the system. use cases, on the other hand, are based on exhaustive descriptions of the functional requirements of the system, often of a transactional nature, focussing on low-level user actions and accompanying system response.❞ Cooper 2006
  • 40.
    eliciting UX requirements ➝  in-depth qualitative data ➝  interviews ➝  in-depth analysis such as Grounded Theory and Discourse Analysis ➝  ethnographic methods ➝  mostly observational ➝  can be combined with surveys, interviews, qualitative studies
  • 41.
    general reading recommended books(available at EPF-BIB) Cooper, Reimann & Cronin (2007) " About Face 3, Wiley Jones & Marsden (2004) " Mobile Interaction Design, Wiley Scott McCloud (1993)" Understanding Comics, Harper Perennial (on order) Schneiderman & Plaisant (2010) " Designing the User Interface. Addison-Wesley. Preece, Rogers & Sharp (2002)" Interaction Design, Wiley
  • 42.
    summary ➝  focus on design approaches, methods and tools ➝  learning by doing ➝  interaction design is a relatively young and rapidly developing field ➝  interaction designers have to address new technologies and adapt their methods and tools ➝  collect artefacts: " paper, pictures, audio, video
  • 43.
    practical part –design techniques
  • 44.
    brainstorming ➝  group size <10 – ideally between 5-7 + facilitator ➝  find and set up comfortable space ➝  appoint recorder - up-coming ideas on shared display, flip chart, whiteboard ➝  ice-breaking exercise – to familiarize members of groups ➝  define problem clearly ➝  goal: generate as many ideas as possible adapted from www.mindtools.com/brainstm.html
  • 45.
    brainstorming – howto ➝  address what, how, when, where and why ➝  give people time on their own at beginning then ask to share them ➝  encourage ➝  todevelop ideas of others further or use as new seeds ➝  enthusiastic, fun, uncritical attitude, ➝  include everyone to contribute (practical and impractical ideas) and develop ➝  ensure no criticism or evaluation – riskless atmosphere
  • 46.
    ice breaker ➝  effective to start a training, team-building event ➝  goal: ➝  get to know each other ➝  get into the event ➝  become comfortable contributing to event ➝  establish level playing field ➝  create common sense of purpose ➝  ingredients: ice, a breaker (method), a facilitator
  • 47.
    ice breaker -when to use if participants ➝  come from different backgrounds ➝  need to bond quickly to work on common project or goal ➝  are unfamiliar with topic at hand ➝  don t know the facilitator but should and vice versa
  • 48.
    the ice participants have ➝  not met before ➝  different age, status or levels in an organization ➝  different backgrounds – different perceptions of each other choose method accordingly & ➝  don t try to uncover the whole iceberg
  • 49.
    ice breaker –methods (introductory) ➝  everyoneshares name, nationality, focus of study and one human element, e.g.: ➝  one little known fact about me ➝  true/false - three to four short statements – the group guesses which one is false, or ➝  pair interview – interview and then introduce partner to the group