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The document provides an overview of the user interface development process, including analysis, design, prototyping, and usability principles. It discusses tasks such as defining user profiles and scenarios, wireframing, information architecture, visual design, and standards compliance. Web 1.0 is contrasted with newer collaborative and interactive aspects of Web 2.0.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
This document provides an overview of methods for identifying and modeling user needs and goals for interactive systems. It discusses contextual design as a starting approach and outlines observation techniques and contextual interviews for identifying user needs. It also discusses focus groups. For modeling user needs, it covers scenarios and personas. Scenarios describe typical tasks by outlining the goal and initial conditions, while personas are archetypes of users defined by their goals and attributes to represent different user types.
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This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that innovation comes from addressing the right problems for the target users.
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The document provides an overview of the user interface development process, including analysis, design, prototyping, and usability principles. It discusses tasks such as defining user profiles and scenarios, wireframing, information architecture, visual design, and standards compliance. Web 1.0 is contrasted with newer collaborative and interactive aspects of Web 2.0.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
This document provides an overview of methods for identifying and modeling user needs and goals for interactive systems. It discusses contextual design as a starting approach and outlines observation techniques and contextual interviews for identifying user needs. It also discusses focus groups. For modeling user needs, it covers scenarios and personas. Scenarios describe typical tasks by outlining the goal and initial conditions, while personas are archetypes of users defined by their goals and attributes to represent different user types.
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that consulting with and keeping users as the central focus leads to designs that best solve the problems users face.
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that innovation comes from addressing the right problems for the target users.
The document provides a quick overview of human-computer interaction (HCI). It discusses who users are, what constitutes a user interface, the importance of usability, and why good usability and designing user interfaces is difficult. Key challenges include understanding users and their tasks, creating prototypes and iterating designs based on user testing, and analyzing systems to evaluate usability. HCI methods like contextual inquiry, prototyping, iterative design, and usability testing are recommended to develop systems with high usability.
User Interface Design: Definitions, Processes and PrinciplesMoodLabs
An introduction to User Interface Design, often called UX / UI. Presented by David Little, User Interface Designer, DDH from King's College London Digital Humanities program.
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
1. What it is?. Philosophy and Principles.
2. How to use it? methodology and basic tools.
3. Beyond UCD. Alternatives methodologies: Activity Centered Design and Goal Directed Design.
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Software engineering has been transformed in recent years by understanding the interaction with customers and the target context as an ongoing learning process. Responsiveness to change and user-centered design have been the consequences. In a similar way, knowledge and ontology engineering are undergoing fundamental changes to acknowledge the fact that they are part of a collective knowledge maturing process. We explore three examples: (i) social media based competence management in career guidance, (ii) ontology-centered reflection in multi-professional environments in palliative care, and (iii) aligning individual mindlines in pratice networks of General Practitioners. Based on these, we extract four levels of designing for knowledge maturing and associated technical implementations. This shows that future technology support should especially target facilitation of self-organized, but tool-mediated knowledge development processes, where, e.g., workplace learning analytics can play a prominent role
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This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
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In this presentation for the Symposium on Communicating Complex Information (http://workshop.design4complexity.com/home.php), we present an argument for "design workflow virtualization." This is a fancy term for processes for including globally dispersed and culturally diverse stakeholders within UX design projects.
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Ethnographic research methods like contextual inquiry were used to understand user experiences of the university library website. Contextual interviews were conducted with students, faculty, and staff, followed by interpretation sessions to analyze the data. This involved creating sequence models of user tasks, affinity diagrams to group themes, and personas. The goal was to gain insights into how users work in order to design services and a website that better meet their needs. Challenges included the time and resources required, but advantages were an in-depth understanding of users and their research processes to inform improvements.
This presentation will examine the purpose and application of information architecture for the so-called ‘next generation’ of information tools, including blogs and wikis. We will introduce ‘needs based’ information architecture, the methodology used for organising and designing information-rich environments in a way that allows people to use them more easily. We will then look at how the best practice principles behind this approach apply equally well to emerging technologies.
Presented at Open Publish 2007, by Patrick Kennedy of Step Two Designs.
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
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This document provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
This document discusses the requirements definition phase of designing a geospatial web site. It explains that this phase focuses on defining the target audience, site goals, user needs, and business goals through tools like personas, use cases, and competitive analysis. The document outlines 5 planes of web design - strategy, scope, structure, skeleton, and surface. At the strategy plane, requirements definition helps understand who the site is for and its purpose. Personas and use cases are examples of requirements definition tools. The scope plane refines functional and technical specifications. Structure and skeleton planes elaborate on information architecture and wireframes without graphical design details. The overall goal is to design an intuitive, transparent, efficient, well-organized and relevant site through a user
This document discusses personas and how they can be used to communicate user research findings within an organization. It covers:
1. What personas are and how they represent target users through fictional profiles based on user data.
2. The benefits of using personas over big documents, including how they promote collaboration, communication, and empathy for users.
3. The process of creating personas through workshops that analyze user data, create fictional profiles, and prioritize key users.
4. Methods for using personas like walkthroughs, prioritization lists, and moodboards to guide design decisions.
The process of interaction design involves four basic activities: 1) identifying user needs and requirements, 2) developing alternative designs, 3) building prototypes, and 4) evaluating designs. User-centered design is based on early focus on users and tasks, empirical measurement through user testing, and iterative design to address problems found. Various lifecycle models show how these activities relate over the course of a project, with user involvement and evaluation at the core.
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An introduction to User Interface Design, often called UX / UI. Presented by David Little, User Interface Designer, DDH from King's College London Digital Humanities program.
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
1. What it is?. Philosophy and Principles.
2. How to use it? methodology and basic tools.
3. Beyond UCD. Alternatives methodologies: Activity Centered Design and Goal Directed Design.
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Software engineering has been transformed in recent years by understanding the interaction with customers and the target context as an ongoing learning process. Responsiveness to change and user-centered design have been the consequences. In a similar way, knowledge and ontology engineering are undergoing fundamental changes to acknowledge the fact that they are part of a collective knowledge maturing process. We explore three examples: (i) social media based competence management in career guidance, (ii) ontology-centered reflection in multi-professional environments in palliative care, and (iii) aligning individual mindlines in pratice networks of General Practitioners. Based on these, we extract four levels of designing for knowledge maturing and associated technical implementations. This shows that future technology support should especially target facilitation of self-organized, but tool-mediated knowledge development processes, where, e.g., workplace learning analytics can play a prominent role
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This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
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In this presentation for the Symposium on Communicating Complex Information (http://workshop.design4complexity.com/home.php), we present an argument for "design workflow virtualization." This is a fancy term for processes for including globally dispersed and culturally diverse stakeholders within UX design projects.
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Ethnographic research methods like contextual inquiry were used to understand user experiences of the university library website. Contextual interviews were conducted with students, faculty, and staff, followed by interpretation sessions to analyze the data. This involved creating sequence models of user tasks, affinity diagrams to group themes, and personas. The goal was to gain insights into how users work in order to design services and a website that better meet their needs. Challenges included the time and resources required, but advantages were an in-depth understanding of users and their research processes to inform improvements.
This presentation will examine the purpose and application of information architecture for the so-called ‘next generation’ of information tools, including blogs and wikis. We will introduce ‘needs based’ information architecture, the methodology used for organising and designing information-rich environments in a way that allows people to use them more easily. We will then look at how the best practice principles behind this approach apply equally well to emerging technologies.
Presented at Open Publish 2007, by Patrick Kennedy of Step Two Designs.
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
This document discusses various usability methods that can be used at different stages of electronic medical record (EMR) development to improve usability. It describes contextual inquiry, personas, use case scenarios, requirements gathering, user stories, prototyping, card sorting, concept exploration, usability testing, incorporating user feedback, and maintaining design intent. Implementing usability methods early in the development process is most cost-effective, as it allows findings to be incorporated before significant code is written. While usability adds costs, it can provide measurable benefits like improved productivity, satisfaction, and safety.
This document provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
This document discusses the requirements definition phase of designing a geospatial web site. It explains that this phase focuses on defining the target audience, site goals, user needs, and business goals through tools like personas, use cases, and competitive analysis. The document outlines 5 planes of web design - strategy, scope, structure, skeleton, and surface. At the strategy plane, requirements definition helps understand who the site is for and its purpose. Personas and use cases are examples of requirements definition tools. The scope plane refines functional and technical specifications. Structure and skeleton planes elaborate on information architecture and wireframes without graphical design details. The overall goal is to design an intuitive, transparent, efficient, well-organized and relevant site through a user
This document discusses personas and how they can be used to communicate user research findings within an organization. It covers:
1. What personas are and how they represent target users through fictional profiles based on user data.
2. The benefits of using personas over big documents, including how they promote collaboration, communication, and empathy for users.
3. The process of creating personas through workshops that analyze user data, create fictional profiles, and prioritize key users.
4. Methods for using personas like walkthroughs, prioritization lists, and moodboards to guide design decisions.
The process of interaction design involves four basic activities: 1) identifying user needs and requirements, 2) developing alternative designs, 3) building prototypes, and 4) evaluating designs. User-centered design is based on early focus on users and tasks, empirical measurement through user testing, and iterative design to address problems found. Various lifecycle models show how these activities relate over the course of a project, with user involvement and evaluation at the core.
The document discusses user experience (UX) and user interface (UI) design. It begins by defining UX as focusing on the end user perspective and usability, while UI refers to the layout and design of application controls and how the application responds to user inputs. The document emphasizes that UX and UI are important because poor design can negatively impact user adoption and satisfaction. It recommends user-centered design approaches like interviews, observations, and iterative prototyping and testing to understand users and improve the design.
The document discusses user experience (UX) and user interface (UI) design. It begins by defining UX and UI, noting that UX focuses on putting the user at the center and ensuring a system meets their needs, while UI relates to the layout and design of application controls. The document then discusses why UX/UI is important, providing examples of how poor design can negatively impact user adoption and satisfaction. It outlines principles of user-centered design and techniques for evaluating UX like interviewing and observing users. The rest of the document discusses methods for designing interfaces like paper prototyping and wireframing, as well as principles for good UI design such as consistency and providing feedback.
This document discusses user-centered design and the roles of web designers. It explains that web designers encompass skills in graphic, UI, and UX design. The standard web development process involves planning, design, production, and launch. Planning includes defining user needs through research and analysis. Design involves wireframes, prototypes, and visual design. UX design focuses on ensuring a positive user experience through attributes like usability, ease of use, and minimizing errors. The goal of user-centered design is to optimize products around how users want to use them rather than forcing users to change behavior.
The Future of E-commerce: first-hands insights.Solvd, Inc.
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2. Introduction
Interaction design tries to bridge between two worlds:
1. World of the software professionals
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
“We can see this difficulty manifested in our elaborate methods
for requirements analysis, design, and evaluation – and in the
frequent failures to achieve products and services that meet
users’ needs and/or are successful in the marketplace.”
-- Michael J. Muller, Participatory Design: The Third Space in HCI
3. Introduction (Cont.)
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
“Relatively few [methods] 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. Agenda
Why involve users?
Degrees of involvement
User-centered approach
Comparison of the primary field methods
Ethnography
Participatory design
PICTIVE
CARD
Contextual design
Work modeling
Concluding Remarks
6. Why involve users?
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.”
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. Expectation management
Mac Word 6.0 Story
“… the biggest complaint we kept hearing about Mac Word 6.0
was that it wasn’t “Mac-like.” So, we spent a lot of time drilling
down into what people meant when they said it wasn’t “Mac-
like.” … It turns out that “Mac-like” meant Mac Word 5.0.”
“… we failed to make the UI of Mac Word 6.0 behave like Mac
Word 5.0. … The end result was a UI that could only be
described as clunky relative to Mac Word 5.0’s elegance.”
Mac Word 6.0
http://blogs.msdn.com/rick_schaut/archive/2004/02/26/80193.aspx
9. 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
Users’ world
Developers’
world
10. 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
Users’ world
Developers’
world
11. 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
12. 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
13. Focus on users and tasks
Users task and goal are the driving force behind
the development.
e.g. Windsock
Human limitations should be taken into account.
Recognition Vs. Recall
e.g. http://clusty.com/ vs. http://google.com/
16. Ethnography
Long-term observation of users in their natural
environments
Gives lots of information about users, their habits,
workplaces, and artifacts
Developers’
world
Users’ world
17. Ethnography (Cont.)
Data collection
Observations and (optional) interviews guided by a very general research
question
Data analysis
Databases of field notes, artifacts, and interview data
Classification of the data collected
Outcome
“Key linkage” that can focus the process of classifying observations
None of the other methods provide as much raw data on users’
real-world habits and practices
18. Ethnographic Interviewing
Alternative to standard ethnography
Advantage: Much shorter time-span
Disadvantage: Less information gathered
Similarity: Usage is observed in the user’s natural
environment
Difference: Broad questions are asked about use, in
short interviews, instead of long-term observation
When to use: When you need to quickly identify the
context in which a product will be used
19. Participatory Design
Users are actively involved in development
Should be used if you want to draw on existing
artifacts
Not suited for radical design changes
Developers’
world
Users’ world
20. Participatory Design (Cont.)
Data collection
Observations, interviews, collaborative design and
cooperative prototyping guided by a well-defined research
question
Data analysis
Analyze artifacts at breakdowns
Analyze videos, interviews and prototypes collected from
sessions with the users
Outcome
Working with the users, the product is evolved from the
existing artifact
21. Participatory Design (Cont.)
Examples of paper based prototyping
techniques for participatory design
Pictive
Some design components are prepared by the developers
Pen, pencil, sticky notes, paper etc. are used by the users
Video recording devices are used to record what happens
22. Participatory Design (Cont.)
Card
The same principle as
Pictive but with screen
dumps
The cards are used to
explore workflow options
with the user
23. Contextual Design
Targeted observations and interviews by taking
“snapshots”, assuming that users’ work is essentially static
The designer is questioning behavior but not participating
Well suited for radical design solutions
Possible to improperly “read” users
Developers’
world
Users’ world
24. Contextual Design (Cont.)
Data collection
Observation, interviews and walkthroughs
Clearly defined set of concerns rather then a research
question
Interviews are much more intense and focused than an
ethnographic study
Data analysis
Observations abstracted into various models
Outcome
Essential work structure
25. Contextual Design (Cont.)
Work modeling
A lot of the information about the users’ world is
collected in the observer’s head
Work modeling is essential to represent the
knowledge collected
26. Work-modeling: Work Flow
Represents people and communication between them in
order to achieve the work
27. Work-modeling: Artifact
Annotated picture of each significant physical artifact used in
achieving the work
Phone is
used to call
participants
Phone-book is
used to find the
participants’
numbers
Envelope is
sent to the
office
containing the
names of the
participants
Pen and paper
are used to list
the confirmed
participants
31. Condensed Contextual Inquiry
Alternative to contextual design
Advantage: Shorter time-span
Disadvantage: Fewer concerns addressed
Similarity: Interviews based on a clearly defined set of
concerns
Difference: Concerns are constrained to key issues
When to use: Validate effectiveness of an already
released product to identify future improvements
32. Comparing the techniques presented
Ethnography Contextual Participatory
User
involvement
Low Medium High
Role of
designer
Uncover
findings about
users’ world
Sample the
users’ world
Being an
equal partner
with the user
Length of
study
Extensive –
several months
Short
interviews
Short
interviews
33. Comparing the techniques presented
(Cont.)
Ethnography Contextual Participatory
Benefits Wealth of
information
Very specific
structure
Keeps users’
expectations in
check
Drawbacks Requires
experience
Hard to translate
findings to design
Involves many
diagrams and
notations – might
be complicated to
create and
understand
Users’ thinking
can be constrained
to what they are
used to
When to use When there is
sufficient time and
no current
solution
Innovative design Whenever users
are available and
willing to take part
in the design
34. Concluding remarks
All agree that involving users is beneficial to the project
(expectation management, feeling of ownership)
The question is how and when
User-centered approaches require gathering and
interpreting much information about the user’s world
Ethnography is about detail, while design is about
abstraction: they don’t immediately comply
PICTIVE and CARD are both participatory design
techniques that empower users to take active part in the
design
Contextual design is a method that provides models
and techniques for gathering user data and representing
it in a form suitable for practical design
35. References
Preece, Jenny, Yvonne Rogers, and Helen Sharp.
Interaction Design: beyond human-computer interaction. New
York: John Wiley & Sons, Inc., 2002
Kantner, Laurie, et al. Alternative methods for field usability
research. New York: ACM Press, 2003
Spinuzzi, Clay. “Investigating the technology-work relationship:
A critical comparison of three qualitative field methods.” IEEE
2000, 419-432
Muller, M. J. Participatory design: The third space in HCI. In
J. Jacko & A. Sears (Eds.), The Human-Computer
Interaction Handbook, (pp. 464–481). Mahwah, NJ:
Lawrence Erlbaum Associates