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Human-Computer Interaction
www.hci-class.org
Scott Klemmer
1
2
Design for People
• People’s tasks, goals, and values drive development
• Work with users throughout the process
• Assess decisions from the vantage point of users,
their work, and their environment
• Pay attention to people’s ability and situation
• Talk to the actual experts
3
Prototyping Grounds
Communication
4
Prototyping is a strategy
for efficiently dealing
with things that are hard
to predict.
5
Goals vs. Designs
6
Focus on Goals
Evolve the Designs
7
The rights of prototype
•Should not be required to be complete
•Should be easy to change
•Gets to retire
8
What Do Prototypes Prototype?
•Fell - What might it look like?
•Implementation -What might it work like?
•Role -What might the experience be like?
9
“The best way to have a
good idea is to have lots
of ideas.”
-Linus Pauling
10
Evaluating Designs
11
Methods
•Usability Studies
•Surveys & Focus Groups
•Feedback from Experts
•Comparative Experiments
•Participant Observation
•Simulation & Formal Models
12
Issues to Consider
•Reliability / Precision
•Generalizability
•Realism
•Comparison
•Work Involved
•What do you want to learn?
13
Participant
Observation
14
Deep Hanging Out
•What do people do now?
•What values and goals do people have?
•How are these particular activities
embedded in a larger ecology?
•Similarities and differences across people
•and other types of context, like time of day
15
Apprentice
•Set up a partnership with the people to be
observed
•Be taught the steps in the process
•Observe all of the practices
•Validate what you are observing with those
observed as you go along
16
For more information please visit
www.hci-class.org
17

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簡單介紹HCI