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HUMAN COMPUTER
SEMESTER GANJIL 2023/2024
INTERACTION
Week 5 – 5 November 2023
MKP121407
• User-centered Design (UCD)
OUTLINE WEEK 5
User-Centered Approach
Interaction design tries to bridge between 2 worlds:
1. World of the software professionals (developer)
2. World of the end users
• Each world has its own knowledge and practices
• Each world has well defined boundaries
• Movement from one world to the other is known
to be difficult
Most of the traditional methods of communication
between the two worlds are relatively one directional :
• We analyze the requirements from the users
• We deliver a system to the users
• We collect usability data from the users
User-Centered Approach (cont.)
“Relatively few [method] involve two way discussions, and fewer still afford
opportunities for the software professionals to be surprised – i.e., to learn
something that we didn’t know we needed to know”
Michael J. Muller, Participatory Design: The Third Space in HCI
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
What is “Design” in HCI?
It is a representation:
• a plan for development
• a set of alternatives & successive elaborations
Better understanding of user needs leads to a more appropriate and usable product.
Expectation management :
“Better to exceed users’
expectations than to fall
below them.”
Why Involve Users?
Ownership :
Users who are involved are
more likely to feel a sense of
ownership towards the product
and be receptive towards it
when it emerges
Who are The Users?
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 ???
3 categories of user:
• Primary : frequent hands on
• Secondary : occasional or via someone else;
• Tertiary : affected by its introduction, or will influence its purchase.
Wider term: stakeholders
Who are The Users? (cont.)
What are their capabilities?
Humans vary in many dimensions!
Some examples are:
• size of hands may affect the size and positioning of
input buttons;
• motor abilities may affect the suitability of certain
input and output devices;
• height if designing a physical kiosk;
• strength - a child’s toy requires little strength to
operate, but greater strength to change batteries
Degrees of
Involvement
3
1
2
Full time
involvement
Keeping users
informed
Not
involving
users
1 Full time involvement
How :
Hire as part of the design team
Pro :
Very familiar with the system
Con :
Could lose touch with the user group
2 Keeping users informed
How :
Regular newsletters and communication channels,
workshops and evaluation sessions
Pro :
Achieving some level of involvement even with
several users
Con :
Changes are possible only from an already decided
starting point
3 Not involving users
Pro :
Allows for more development time that would
otherwise be spent managing, organizing and
controlling such involvement
Con :
Users will reject the product if it doesn’t fit their
needs
What is a User Centered Approach?
Development driven by real users and their goals,
not just technology.
• Makes the most of human skill
• Directly relevant to the work in hand
• Supports the user, doesn’t constrain
Gould and Lewis principles for a “useful and
easy to use computer system”
• Early focus on users and tasks
• Empirical measurement
• Iterative design
What are ‘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:
o their context
o what information do they require?
o who collaborates to achieve the task?
o why is the task achieved the way it is?
• Envisioned tasks :
o can be rooted in existing behaviour
o can be described as future scenarios
One approach to
user-centered
design has been
the introduction
of explicit
usability
engineering
goals into the
design process

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HCI_Week 5.pptx

  • 1. HUMAN COMPUTER SEMESTER GANJIL 2023/2024 INTERACTION Week 5 – 5 November 2023 MKP121407
  • 2. • User-centered Design (UCD) OUTLINE WEEK 5
  • 3. User-Centered Approach Interaction design tries to bridge between 2 worlds: 1. World of the software professionals (developer) 2. World of the end users • Each world has its own knowledge and practices • Each world has well defined boundaries • Movement from one world to the other is known to be difficult
  • 4. Most of the traditional methods of communication between the two worlds are relatively one directional : • We analyze the requirements from the users • We deliver a system to the users • We collect usability data from the users User-Centered Approach (cont.) “Relatively few [method] involve two way discussions, and fewer still afford opportunities for the software professionals to be surprised – i.e., to learn something that we didn’t know we needed to know” Michael J. Muller, Participatory Design: The Third Space in HCI
  • 5. 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 What is “Design” in HCI? It is a representation: • a plan for development • a set of alternatives & successive elaborations
  • 6. Better understanding of user needs leads to a more appropriate and usable product. Expectation management : “Better to exceed users’ expectations than to fall below them.” Why Involve Users? Ownership : Users who are involved are more likely to feel a sense of ownership towards the product and be receptive towards it when it emerges
  • 7. Who are The Users? 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 ??? 3 categories of user: • Primary : frequent hands on • Secondary : occasional or via someone else; • Tertiary : affected by its introduction, or will influence its purchase. Wider term: stakeholders
  • 8. Who are The Users? (cont.) What are their capabilities? Humans vary in many dimensions! Some examples are: • size of hands may affect the size and positioning of input buttons; • motor abilities may affect the suitability of certain input and output devices; • height if designing a physical kiosk; • strength - a child’s toy requires little strength to operate, but greater strength to change batteries
  • 10. 1 Full time involvement How : Hire as part of the design team Pro : Very familiar with the system Con : Could lose touch with the user group
  • 11. 2 Keeping users informed How : Regular newsletters and communication channels, workshops and evaluation sessions Pro : Achieving some level of involvement even with several users Con : Changes are possible only from an already decided starting point
  • 12. 3 Not involving users Pro : Allows for more development time that would otherwise be spent managing, organizing and controlling such involvement Con : Users will reject the product if it doesn’t fit their needs
  • 13. What is a User Centered Approach? Development driven by real users and their goals, not just technology. • Makes the most of human skill • Directly relevant to the work in hand • Supports the user, doesn’t constrain Gould and Lewis principles for a “useful and easy to use computer system” • Early focus on users and tasks • Empirical measurement • Iterative design
  • 14. What are ‘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: o their context o what information do they require? o who collaborates to achieve the task? o why is the task achieved the way it is? • Envisioned tasks : o can be rooted in existing behaviour o can be described as future scenarios
  • 15. One approach to user-centered design has been the introduction of explicit usability engineering goals into the design process