There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding.
Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion.
Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
A presentation I did for Awareness Networks around what organizations need to consider for successful collaboration initiatives. Several concepts and models are included from by book, The Collaborative Organization (which talks about these concepts in far greater detail). Overall the presentation should help guide viewers on understanding where they are in the collaborative spectrum and what they need to do to move forward (based on the maturity model).
This presentation grew out of my experience working with an information architecture that was incomplete and lacked generative research to understand the users. I was tasked with finding ways to validate the IA while providing useful user insight for future design changes. To meet the goal, I studied card sorts in depth and developed useful techniques for problems that often arise but are seldom discussed.
I also explored the use of other IA validation techniques such as task-based tree tests and click tests to complement and cross-validate card sort findings. Through the use of mixed methodology within-subject study design, card sort data can be more easily understood and validated by the outcomes of tree tests and click tests.
This presentation will provide practitioners with information about card sorting in advanced situations. Specifically it will cover card sorting when applied to complex hierarchies, multiple audiences, and information architecture validation.
Presented by Caron Garstka at UXPA 2018
User Experience (UX) Capacity-Building: A Conceptual Model and Research Agendacraigmmacdonald
Many User Experience (UX) practitioners face organizational barriers that limit their ability to influence product decisions. Unfortunately, there is little concrete knowledge about how to systematically overcome these barriers to optimize UX work and foster a stronger organizational UX culture. This paper introduces the concept of User Experience Capacity-Building (UXCB) to describe the process of building, strengthening, and sustaining effective UX practices throughout an organization. Through an integrated literature review of relevant HCI and capacity-building research, this paper defines UXCB and proposes a conceptual model that outlines the conditions, strategies, and outcomes that define a UXCB initiative. Five areas of future research are presented that aim to deepen our understanding of UXCB as both a practice and an area of scholarship.
C2D2 Artful & Disciplined Dialogue for Wicked ProblemsPeter Jones
Artful and Disciplined Dialogue for Today’s Wicked Problems
Effective change leadership requires negotiating both open and disciplined participation, especially when addressing fuzzy situations such as peace or political reform. What if we treated social and policy issues as wicked problems, concerns that are never “solved,” but are satisfied through evolutionary progression? This approach to social design requires a mix of dialogue styles to enhance ideation and mitigate power in multi-stakeholder engagements.
We present both Art of Hosting (open) and Structured Dialogue as a mix of participation models for problem-focused planning and decision-making. While rarely used together today, we explore why both perspectives help in today’s complex concerns in democratic decision-making.
Mental Modeling For Content Work: Contextual Inquiry, Personas and PlanningDaniel Eizans
Slides from my Confab 2014 workshop: Mental Modeling For Content Work.
Anyone working in content strategy knows that dealing with messy web content is a difficult task. Creating effective, engaging content that’s relevant to potential users and customers while supporting a good information architecture is even more difficult.
Take some of the guesswork out of content by investing more time in the upfront planning and inquiry, getting to the bottom of who your users really are. Spend a day with Daniel Eizans and learn how to conduct contextual inquiry, develop more relevant personas, and mental model your way to a better content strategy.
Daniel will bring real, field-tested examples of personas and mental models that have impacted organizational content strategy and take attendees through a series of hands-on exercises that will immediately add value to content planning and production.
You will:
Learn about the fundamentals of contextual inquiry and how to conduct this type of research when creating personas
Understand how to create more effective personas for content creators and content planners
Plan content with others using a modified mental modeling technique driven by inquiry and persona data
Receive tools and templates for bringing this technique to your clients or organization.
A presentation I did for Awareness Networks around what organizations need to consider for successful collaboration initiatives. Several concepts and models are included from by book, The Collaborative Organization (which talks about these concepts in far greater detail). Overall the presentation should help guide viewers on understanding where they are in the collaborative spectrum and what they need to do to move forward (based on the maturity model).
This presentation grew out of my experience working with an information architecture that was incomplete and lacked generative research to understand the users. I was tasked with finding ways to validate the IA while providing useful user insight for future design changes. To meet the goal, I studied card sorts in depth and developed useful techniques for problems that often arise but are seldom discussed.
I also explored the use of other IA validation techniques such as task-based tree tests and click tests to complement and cross-validate card sort findings. Through the use of mixed methodology within-subject study design, card sort data can be more easily understood and validated by the outcomes of tree tests and click tests.
This presentation will provide practitioners with information about card sorting in advanced situations. Specifically it will cover card sorting when applied to complex hierarchies, multiple audiences, and information architecture validation.
Presented by Caron Garstka at UXPA 2018
User Experience (UX) Capacity-Building: A Conceptual Model and Research Agendacraigmmacdonald
Many User Experience (UX) practitioners face organizational barriers that limit their ability to influence product decisions. Unfortunately, there is little concrete knowledge about how to systematically overcome these barriers to optimize UX work and foster a stronger organizational UX culture. This paper introduces the concept of User Experience Capacity-Building (UXCB) to describe the process of building, strengthening, and sustaining effective UX practices throughout an organization. Through an integrated literature review of relevant HCI and capacity-building research, this paper defines UXCB and proposes a conceptual model that outlines the conditions, strategies, and outcomes that define a UXCB initiative. Five areas of future research are presented that aim to deepen our understanding of UXCB as both a practice and an area of scholarship.
C2D2 Artful & Disciplined Dialogue for Wicked ProblemsPeter Jones
Artful and Disciplined Dialogue for Today’s Wicked Problems
Effective change leadership requires negotiating both open and disciplined participation, especially when addressing fuzzy situations such as peace or political reform. What if we treated social and policy issues as wicked problems, concerns that are never “solved,” but are satisfied through evolutionary progression? This approach to social design requires a mix of dialogue styles to enhance ideation and mitigate power in multi-stakeholder engagements.
We present both Art of Hosting (open) and Structured Dialogue as a mix of participation models for problem-focused planning and decision-making. While rarely used together today, we explore why both perspectives help in today’s complex concerns in democratic decision-making.
Mental Modeling For Content Work: Contextual Inquiry, Personas and PlanningDaniel Eizans
Slides from my Confab 2014 workshop: Mental Modeling For Content Work.
Anyone working in content strategy knows that dealing with messy web content is a difficult task. Creating effective, engaging content that’s relevant to potential users and customers while supporting a good information architecture is even more difficult.
Take some of the guesswork out of content by investing more time in the upfront planning and inquiry, getting to the bottom of who your users really are. Spend a day with Daniel Eizans and learn how to conduct contextual inquiry, develop more relevant personas, and mental model your way to a better content strategy.
Daniel will bring real, field-tested examples of personas and mental models that have impacted organizational content strategy and take attendees through a series of hands-on exercises that will immediately add value to content planning and production.
You will:
Learn about the fundamentals of contextual inquiry and how to conduct this type of research when creating personas
Understand how to create more effective personas for content creators and content planners
Plan content with others using a modified mental modeling technique driven by inquiry and persona data
Receive tools and templates for bringing this technique to your clients or organization.
Social Business Adoption is only 20 % technology and 80 % psychology. I use a combination of IBM's and Michael Sampson's ideas and methods when I help my clients change from yesterday's work methods to today's modern social collaboration!
Why meetings matter to designers; common pitfalls for bad meetings (and conversely, characteristics for good meetings) and tips on how to have more effective meetings.
Taking the next step: Building Organisational Co-design CapabilityPenny Hagen
A presentation on building organisational co-design capability, shared as part of Master Class for Design 4 Social Innovation Conference in Sydney, 2014. http://design4socialinnovation.com.au/
For a little more context on the slides and the handout used as the basis for discussion in the MasterClass see: http://www.smallfire.co.nz/2014/10/22/building-organisational-co-design-capability/
UXPA2019 How to (Build and) Test Conversational InterfacesUXPA International
Speaking from experience, I can tell you it’s virtually impossible to test intent. By this, I mean that when you are building a mostly spoken UI, such as for an Alexa skill, it is imperative to test your conversations early and often, but the kicker is that it can be really difficult to do with more traditional user testing techniques. Can you set up remote user testing sessions when there is no tangible thing or site to interact with? How do you perform in-person tests that mimic the “real experience” with lo-fi prototypes?
Having spent the better part of the last 2+ years researching, prototyping, testing, and building experiences for a multi-modal social robot and enterprise chatbots, I plan to share what worked well, including specific tools, techniques, and tips for success.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
Unicorn invasion: A UX workshop for all levels and stuff!J+E Creative
The first rule of design is "you are not the user." The second rule of design? "You are not the user."
Join us for an afternoon UX-design workshop that turns user research and the iterative design process on its head by combining a little bit of trivia, a little bit of Clue, and a lot of fun. Together, we'll learn about and practice techniques for combining research and research deliverables to create effective user-centered designs. In doing, we'll cover hot UX topics such as personas, journey maps, user-flows, wireframes, and the sexy mysteries of the UX process.
Presented in partnership between 9th Path Creative and J+E Creative.
About JD Jordan and Brandy Porter:
JD is a veteran visual and User Experience designer with experience as a creative director, a design director, and a consultant with some of the biggest agencies and brands in the ATL and beyond. He is an acclaimed author, public speaker, and design educator.
Brandy is a seasoned design leader who has directed award-winning solutions for top consumer brands across all manner of media, devices, and environments. She has taught interaction design at corporate and collegiate levels with a focus on user behavior, intuitive design and critical thinking.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
Values in Design for Collaborative SystemsMatthew Bietz
This workshop will provide a foundation for addressing human values in the design of collaborative information systems. Participants will be introduced to the concept of values in design, discuss tools and methods for addressing values in system design, and through active engagement in a set of design challenges, gain familiarity with the opportunities and challenges for bringing a consideration of human values into the design process.
BIBLIOGRAPHY
Borning, Alan, and Muller, Michael. 2012. “Next Steps for Value Sensitive Design.” Proceedings of CHI 2012: 1125–1134.
Flanagan, Mary, Daniel Howe, and Helen Nissenbaum. 2008. “Embodying Values in Technology: Theory and Practice.” In Information Technology and Moral Philosophy, edited by Jeroen Jvan den Hoven and John Weckert. Cambridge: Cambridge University Press.
Friedman, Batya, Peter H. Kahn, and Alan Borning. 2006. “Value Sensitive Design and Information Systems.” In Human-Computer Interaction in Management Information Systems: Foundations, edited by P. Zhang and D. Galletta, 348–372. Armonk, New York: M.E. Sharpe.
Halloran, John, Eva Hornecker, Mark Stringer, Eric Harris, and Geraldine Fitzpatrick. 2009. “The Value of Values: Resourcing Co-design of Ubiquitous Computing.” CoDesign 5 (December 1): 245–273. doi:10.1080/15710880902920960.
Kling, Rob, and Susan Leigh Star. 1998. “Human Centered Systems in the Perspective of Organizational and Social Informatics.” Computers and Society 28: 22–29.
Knobel, Cory P., and Geoffrey C. Bowker. 2011. “Values in Design.” Communications of the ACM 54: 26–28.
Muller, Michael J., and Sarah Kuhn. 1993. “Participatory Design.” Commun. ACM 36: 24–28. doi:10.1145/153571.255960.
Mumford, Lewis. 1934. Technics and Civilization. New York: Harcourt Brace.
Shilton, Katie. 2012. “Values Levers: Building Ethics Into Design.” Science, Technology & Human Values (April 23). doi:10.1177/0162243912436985. http://sth.sagepub.com/content/early/2012/04/19/0162243912436985.abstract.
Weiner, Norbert. 1954. The Human Use of Human Beings. Boston: Houghton Mifflin.
Winner, Langdon. 1980. “Do Artifacts Have Politics?” Daedalus 109.
Social Business Adoption is only 20 % technology and 80 % psychology. I use a combination of IBM's and Michael Sampson's ideas and methods when I help my clients change from yesterday's work methods to today's modern social collaboration!
Why meetings matter to designers; common pitfalls for bad meetings (and conversely, characteristics for good meetings) and tips on how to have more effective meetings.
Taking the next step: Building Organisational Co-design CapabilityPenny Hagen
A presentation on building organisational co-design capability, shared as part of Master Class for Design 4 Social Innovation Conference in Sydney, 2014. http://design4socialinnovation.com.au/
For a little more context on the slides and the handout used as the basis for discussion in the MasterClass see: http://www.smallfire.co.nz/2014/10/22/building-organisational-co-design-capability/
UXPA2019 How to (Build and) Test Conversational InterfacesUXPA International
Speaking from experience, I can tell you it’s virtually impossible to test intent. By this, I mean that when you are building a mostly spoken UI, such as for an Alexa skill, it is imperative to test your conversations early and often, but the kicker is that it can be really difficult to do with more traditional user testing techniques. Can you set up remote user testing sessions when there is no tangible thing or site to interact with? How do you perform in-person tests that mimic the “real experience” with lo-fi prototypes?
Having spent the better part of the last 2+ years researching, prototyping, testing, and building experiences for a multi-modal social robot and enterprise chatbots, I plan to share what worked well, including specific tools, techniques, and tips for success.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
Unicorn invasion: A UX workshop for all levels and stuff!J+E Creative
The first rule of design is "you are not the user." The second rule of design? "You are not the user."
Join us for an afternoon UX-design workshop that turns user research and the iterative design process on its head by combining a little bit of trivia, a little bit of Clue, and a lot of fun. Together, we'll learn about and practice techniques for combining research and research deliverables to create effective user-centered designs. In doing, we'll cover hot UX topics such as personas, journey maps, user-flows, wireframes, and the sexy mysteries of the UX process.
Presented in partnership between 9th Path Creative and J+E Creative.
About JD Jordan and Brandy Porter:
JD is a veteran visual and User Experience designer with experience as a creative director, a design director, and a consultant with some of the biggest agencies and brands in the ATL and beyond. He is an acclaimed author, public speaker, and design educator.
Brandy is a seasoned design leader who has directed award-winning solutions for top consumer brands across all manner of media, devices, and environments. She has taught interaction design at corporate and collegiate levels with a focus on user behavior, intuitive design and critical thinking.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
Values in Design for Collaborative SystemsMatthew Bietz
This workshop will provide a foundation for addressing human values in the design of collaborative information systems. Participants will be introduced to the concept of values in design, discuss tools and methods for addressing values in system design, and through active engagement in a set of design challenges, gain familiarity with the opportunities and challenges for bringing a consideration of human values into the design process.
BIBLIOGRAPHY
Borning, Alan, and Muller, Michael. 2012. “Next Steps for Value Sensitive Design.” Proceedings of CHI 2012: 1125–1134.
Flanagan, Mary, Daniel Howe, and Helen Nissenbaum. 2008. “Embodying Values in Technology: Theory and Practice.” In Information Technology and Moral Philosophy, edited by Jeroen Jvan den Hoven and John Weckert. Cambridge: Cambridge University Press.
Friedman, Batya, Peter H. Kahn, and Alan Borning. 2006. “Value Sensitive Design and Information Systems.” In Human-Computer Interaction in Management Information Systems: Foundations, edited by P. Zhang and D. Galletta, 348–372. Armonk, New York: M.E. Sharpe.
Halloran, John, Eva Hornecker, Mark Stringer, Eric Harris, and Geraldine Fitzpatrick. 2009. “The Value of Values: Resourcing Co-design of Ubiquitous Computing.” CoDesign 5 (December 1): 245–273. doi:10.1080/15710880902920960.
Kling, Rob, and Susan Leigh Star. 1998. “Human Centered Systems in the Perspective of Organizational and Social Informatics.” Computers and Society 28: 22–29.
Knobel, Cory P., and Geoffrey C. Bowker. 2011. “Values in Design.” Communications of the ACM 54: 26–28.
Muller, Michael J., and Sarah Kuhn. 1993. “Participatory Design.” Commun. ACM 36: 24–28. doi:10.1145/153571.255960.
Mumford, Lewis. 1934. Technics and Civilization. New York: Harcourt Brace.
Shilton, Katie. 2012. “Values Levers: Building Ethics Into Design.” Science, Technology & Human Values (April 23). doi:10.1177/0162243912436985. http://sth.sagepub.com/content/early/2012/04/19/0162243912436985.abstract.
Weiner, Norbert. 1954. The Human Use of Human Beings. Boston: Houghton Mifflin.
Winner, Langdon. 1980. “Do Artifacts Have Politics?” Daedalus 109.
Putting Personas to Work at UX PittsburghCarol Smith
Putting Personas to Work: Getting Personas Adopted Throughout Your Organization.
Presented by Carol Smith at the User Experience Designers Pittsburgh MeetUp on February 6, 2014.
Personas need to be recognized and relied on by the entire team and creating a successful persona program can be a huge challenge. This session covers strategies for making sure that the personas you create become essential to your team.
Tell me what you want and I’ll show you what you can have: who drives design of technology for learning?
Associate Professor Sue Cobb
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Putting Personas to Work at IIBA ClevelandCarol Smith
Putting Personas to Work: Getting Personas Adopted Throughout Your Organization.
Presented by Carol Smith at the Cleveland IIBA Chapter meeting on March 12, 2013.
Personas need to be recognized and relied on by the entire team and creating a successful persona program can be a huge challenge. This session covers strategies for making sure that the personas you create become essential to your team.
Using Digital Badges to Recognize Co-Curricular LearningSteven Lonn
Presentation about University of Michigan Pilot on Digital Badges for Co-Curricular Learning pilot. Presented to Mozilla Open Badges Research Community Call on May 21, 2014 (Notes available here: https://openbadges.etherpad.mozilla.org/research-calls-May21)
Summary:
This pilot project studied the recognition of undergraduate engineering students' co-curricular learning experiences using digital badges in one semester, Winter 2014. Using a web environment, students described and reflected upon their experiences in categories of competencies that leaders in industry and education have identified when evaluating the future needs of the global STEM workforce. The objectives of the project were to (1) deploy an online system that served to standardize the recognition of engineering co-curricular learning; (2) understand different motivations students have for seeking recognition for their co-curricular learning and whether digital badges satisfy those motivations; (3) maximize the perceived value of digital badges while minimizing undue burden on the student to collect evidence of their co-curricular learning; (4) examine how students discuss, discover, and share digital badges and their supporting evidence, with their peers and with potential employers; and (5) disseminate findings that inform the use of digital badges designed to represent the wide variety of skills that students can acquire through co-curricular opportunities in higher education.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Deck I created for IEM 628: Product and Process Design and Development, Master of Science in Industrial Engineering and Management at Polytechnic University of the Philippines.
Topic assigned: Comprehensive Guide to Product Concept and Design
I used JUUL to illustrate the basic concepts of product design.
Last slide includes references used for this deck. Some text in slide 17 are not visible due to animation, sorry about that.
Similar to How to Design the Fun Out of Things --Lessons on Contextual Inquiry in UX at Minnebar10 2015 (20)
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
4. • The lack of attention to user inputs is one of
the most important reasons why many
software projects were unsuccessful.
• This translated to costing corporations $80
billion a year.
– (Cobb, 1995; The Standish Group, 1994, 2001)
5. • In a survey of 215 managers, data suggests
that the percentage of software projects that
exceed their budgets is higher than 60%
– (Lederer & Prasad, 1992).
6. • The average software development project is
187% over budget and 222% behind schedule
and implements only 61% of the specified
features.
– May (1998)
7. • Badly designed software is costing businesses
millions of dollars annually because
– it’s difficult to use,
– requires extensive training and support,
– and is so frustrating that many end users
underutilize applications.
• Usability issues can add as much as 50% to the
total cost of software ownership.
– (Thibodeau, 2005)
8. • “25% of software development efforts fail
outright. Another 60% produce a sub-standard
product. In what other industry would we
tolerate such inefficiency?”
– Kwong, Healton, and Lancaster (1998)
17. WHAT CAN WE DO?
Understand the experience of the user.
You are not your user
18. OBJECTIVE
This talk will provide process and method, along
with simple, accessible ideas to create a UX
Mindset to guide and maintain services and
development.
• Contextual Inquiry
• Procedural workflow
• Hierarchical flow charts
• Work Activity Affinity Diagram
• Needs Requirements
. . . . . . . And yes, maybe there will be some baby goats on
trampolines.
19. The Wheel of Evil
• Characterizes course of
evolution of an interaction
design
• Template a skeleton of
development activities that must
be instantiated within each
project
• Based on project resources,
goals
Create Interaction
Design concepts
Realize design
alternatives
Verify and refine
Interaction design
Understand user
work and needs
Design
Prototype
Evaluate
Analyze
20. Create Interaction
Design concepts
Realize design
alternatives
Verify and refine
Interaction design
Understand user
work and needs
Design
Prototype
Evaluate
Analyze
Design-informing
models
User needs &
Requirements
Contextual Analysis
Contextual Inquiry
Evil tip: start programing before you
have complete needs/ requirements
analysis
22. The Portolan Map
As a methodological approach, cognitive ethnography assumes that
cognition is distributed through rules, roles, language, relationships,
and coordinated activities and can be embodied in artifacts, groups,
and objects.
• Dubbels (2008)
26. Imitation
• Learners observe and copy
each step of a behavior and
imitate.
– Recipe /protocol is
standardized and repeated
– Minimal costs and many
benefits
– Diegetic
Emulation
• Learners observe behaviors
and strategies performed by
others, but then recombine
elements of these behaviors
into novel variations
– New insight and innovation
are produced
– Minimal costs and many
benefits
– Mimetic
Simulation
Dubbels (2015)
28. Evil Tower
• How to do contextual analysis
• Identify work roles, user classes
• Build initial flow model
• Synthesize work activity notes
• Consolidate data
• Build work activity affinity diagram
(WAAD) from work activity notes
• Communicate results to team via
walkthroughs
29. 29
Work Activity Note:
A single data point
Concept, topic, or issue
from raw data
Simple, declarative
succinct—
user’s perspective
User researchers: review & discuss
raw work activity data
Insights into
work domain
Key work
roles
Flow model
Design ideas
Activity notes
(user’s voice)
Notes about
missing data
Break into small groups to
brainstorm/analyze work activity notes
Updated flow
model
More work
activity notes
Other
artifacts
updated
Metaphors: domain vocabulary
and shared conventions
Goals, intentions, activities,
tasks, actions
Group: share, review, discuss,
summarize
Domain
artifacts
Design
insights
Missing data
or gaps
Work Activity Affinity
Diagram (WAAD) :
hierarchical technique for
organizing and grouping
issues and insights
Simple, declarative
succinct—
user’s perspective
30. Sketch initial flow model
• Add arcs indicating flow
– Label with what flows (e.g., order information)
– Include flow outside system and label with
flow channel (e.g., phone, email)
31. 31
Models:
• Flow Model
– Communication and coordination necessary to perform task
• Social / Cultural Model
– Constraints on work due to policy, culture, or values
• Artifact Model
– Physical things used and created
• Physical Model
– Layout of work environment as it affects the work.
• Sequence / Task Model
– Detailed work steps
– Sequence in Beyer & Holtzblatt, but not in Hartson & Pyla
– They use “Task Models” instead
36. 36
Flow Model
• Communication and coordination necessary to perform tasks
– Work flow
– Who talks to whom? Who gives what to whom?
• Key roles of individuals or groups
• Key responsibilities of that person with respect to the tasks
• Flow of communication and artifacts, shown as arrows
• Artifacts passed around
• Actions along the way
• Places that things or people go
• Breakdowns
37. 37
Flow Model structure
• Circles = people or groups by role
– Maybe add icons
• Boxes = things (artifacts), places, files, etc.
• Arrows = flow
• Red lightening bolts = breakdowns
• Times refer to time codes in video
– Could also refer to lines of a transcript
– For homework, approximate times are OK
– “(A)” = Assumption = interpretation
• Note: not for team-member's opinions about the UI
• Instead (A) is for assumptions about what user did
38. 38
Flow Model components
• General
– How do job responsibilities get assigned to people?
– How do they get help?
– How do new tasks get assigned, and how are they carried out?
– Coordination: where did each artifact come from and where does it go?
• Problems with coordination: forgetting, timing, steps
– Creates the “bird’s eye view” of organizational structure
• Web
– NOT flow chart of pages visited
– How information and command flow among the site(s)
41. 41
Social Model
• Beyer & Holtzblatt call this “Cultural Model”
• Culture of organization, family, community defines expectations, desires, policies, values and approach
• “Culture is as invisible as water to a fish”
– Pervasive, inescapable; yet invisible and intangible
• Types of influences:
– Formal and informal policies
– Power of individuals and groups over each other
– Values of company or team
– Work domain constraints
– Group’s sense of identity
– People’s emotions about what they do
– The style, values and preferences of individuals or teams
• More examples of what goes on Cultural diagram:
– When acceptable to use a recording device
– What friends might think
42. 42
Social Model Structure
• Ovals for “Influencers”: individuals or groups, internal or external
• Overlap of ovals shows groups and sub-groups
– Can be pervasive (big oval)
– Not organization chart – only groups relevant to influences
• Thought bubbles for feelings/concerns that they actually expressed
• Arrows for direction of influence
– Labels for samples of dialog showing type of influence and attitudes
• Worded as commands
– Also show “pushback” – influence in other direction
• Breakdowns
– In relationships among people
– No need to repeat previously shown problems
• NOTE: Not allowed to make stuff up!
– Just what you actually have data to support!
43. 43
Social Model Contents
• What to put into cultural model for appliances:
– Context of use: when used, other people around, whether OK to record other people, what it looks like
– Feelings: proud to own it, embarrassed
– Influences: why buy one vs. another, qualities desired
• But need data to support all claims
– From initial interview questions or other evidence
• Can’t just make stuff up!
44. Social Model Example (CDW)
44
- Want to get right unit (0:28)
- Reliability is important
(0:42)
- Good prices are important
(0:46)
User
Secretary
CDW/CDWG
Students
Computing
Facilities
Handle my small
purchases (0:25)
Orders wrong
item (A)
I will make my own purchases when I want a
specific item (0:28)
Handle my large
purchases (0:20)
Takes too long
to make a
purchase (A)
Buy us the
equipment we need
(0:09)
Provide me with
reliable service and
good prices (0:43)
46. 46
Artifact Model
• Artifacts: What people create, modify and use as part of tasks
• Reveal traces of people’s work practices
• Examples:
– Handwritten notes and signatures on hardcopy project plans -> information flow and approval
– Fancy formatting on spreadsheet -> looks are important
– Screen shots showing problematic features
• Model = drawing, photograph or copy of real artifact
• Annotate with observations
48. 48
Physical Model
• Way the physical environment affects tasks
– E.g, placement of items on a desk
– Proximity of printers
– Can’t hold a device with a keyboard while standing up
• In presentation example, where people are and layout of environment
• Note: Physical model not always relevant or needed
– Seems less important for web, unless mobile
• Not required for homework 1, but please do one if environment affects your system
49. 49
Components of Physical Model
• Places in which work occurs
• Physical structures which limit or define the space
• Usage and movement within the space
• Hardware and other Artifacts used
• Layout of tools and artifacts
• Positions of people within environment
• Breakdowns due to physical environment
51. 51
Beyer&Holtzblatt’s Sequence Model
• Similar to Hartson&Pyla’s “Step-by-Step Task Interaction Model”
• Steps taken to complete a task
• Triggers that cause the step to happen
– E.g., at a particular time; when something else happens
• Intent is key to understanding the steps
– Also called the goal
– Why each step is performed, and why in that order
• Arrows to show order of the steps
– Can have loops
• Breakdowns in communication or coordination
• (Note: this model not in homeworks or exam)
52. 52
Sequence Model Components
• Can choose level of detail depending on focus (what investigating)
– E.g., for writing a letter:
• High-level (functional level): Find most recent letter written to same person, open it, delete
date, replace with new date, delete contents, type new contents, …
• Low level (user interface level): Switch windows explorer to details view, Sort files by date,
double-click on top item, check “To:” to see if correct person, click and drag across date field, …
• Notice hesitations and errors
– Interrupt and ask why or what expected
54. Hartson&Pyla’s
Task Structure Models
• Their replacement for Sequence Model
• Tasks that need to be supported by the system
• You need to decide the important tasks in order to:
– Optimize interface & design – what is important?
– Design user study tasks – what will participants do?
• Understanding tasks can help with better designs because
organize UI by task, not by function
– What to do, not how
– Information needs – what need to know to do task
• Unlike sequence models, task models try to capture all
requirements, not just the ones in the data
54
56. 56
Creating Models
• Create models generalizing over all
interviewees
– “Consolidated” models
– Key Idea: Induce generalizations from concrete
data
• Don’t rely on intuition alone
• Don’t deduce from logical abstractions
• Example:
– Logic says system manager will diagnose the reason behind a
system failure. Actual practice: System manager tries standard
fixes first (like reboot) & diagnoses only if necessary
• Main goal: Deduce the intent
57. 57
What To Do With Models
• User data drives innovation
– Solve problems (breakdowns) identified in models
– Grounded brainstorming
• Flow model
– Eliminate flows, roles, redundant data entry
• Social / Cultural model
– Increase communication, reinforce positive values
• Artifact model:
– Guide requirements, metaphors, remove screen problems
• Physical model:
– Depend only on what is available, reduce motion, improve flow of artifacts
• Sequence model:
– Eliminate, automate steps
58. • Contextual inquiry and analysis do not produce direct requirements
• Requirements are first span of bridge between analysis and design
58
BRIDGE OVER THE RIVER OF WOE
Contextual inquiry
& analysis
Design
R
The River of Woe, without a paddle
The road from analysis The road to synthesis
Requirements extraction
R
Design-informing
model extraction