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User-Centered
          Interaction Design
          understanding human factors and design
          fundamentals to create satisfying experiences

          by Chris Avore, Erova Studios LLC
          March 20, 2009



Friday, March 20, 2009
Today’s Discussion

                who I am and how I got here (I’ll be brief, trust me)
                introduction to User Centered Interaction Design
                         understand how people interact with systems
                         how to understand your audience
                         how to design for your audience
                next steps: academic and career paths in UCD/IxD



Friday, March 20, 2009
Who am I?

                Chris Avore
                User Experience pro
                Erova Studios LLC
                Strange obsession with
                English Bulldogs




Friday, March 20, 2009
How’d I get here?

                BA: English UMD, 1998
                         studied multimedia & web design
                Graduate study at UMBC, 2007
                         human factors & human-computer interaction
                Freelance since 1999, completed over 50 jobs
                clients include National Geographic, Amazon,
                Blockbuster, Kodak, Smithsonian, more



Friday, March 20, 2009
So what is User-Centered
          Interaction Design?
                Interaction Design (IXD) defines the structure and
                behavior of interactive products and services.
                Interaction Designers create compelling relationships
                between people and the interactive systems they use,
                from computers to mobile devices to appliances.
                Interaction Designers lay the groundwork for intangible
                experiences.

                from the Interaction Design Association



Friday, March 20, 2009
In other words...


                Interaction designers strive
                to create useful and usable
                products and services.




Friday, March 20, 2009
User-Centered means what?

                The systems we design are balanced between:
                         user goals
                         business objectives
                         technological capabilities
                and involve user feedback & research throughout
                the entire design and development process




Friday, March 20, 2009
So let’s talk about users.

                Fundamental information can
                shape everything:
                         how people work
                         how people think
                         and how people live




Friday, March 20, 2009
How People Work:
                Human Factors               Ergonomics
                         how human beings    design of equipment
                         interact with       to reduce operator
                         technology          fatigue, discomfort and
                                             injury
                         how technology
                         affects human       science of designing
                         performance         equipment to better fit
                                             the human body




Friday, March 20, 2009
How People Work:
          Human Factors
                Perceived Affordance:
                assumable use (knobs, buttons)
                Visible Constraints:
                electric plugs, firearm safety locks
                Causality:
                blame/credit, feedback
                Mapping:
                possible relationships
                Fitts’s Law:
                pointing & acquiring targets

Friday, March 20, 2009
How People Work:
          Ergonomics




Friday, March 20, 2009
How People Think

                Cognitive Psychology:
                         memory
                         (short & long term)
                         mental models
                         aesthetics/
                         appreciation
                         GOMS/KLM



Friday, March 20, 2009
How People Live
                Ethnography
                         observational technique
                         rooted in sociology and
                         anthropology
                         immerses an individual
                         researcher or research
                         team in the everyday
                         activities of an
                         organization or society



Friday, March 20, 2009
That’s our foundation.
          Now let’s get specific.

Friday, March 20, 2009
Know your Audience
                unfortunate, likely truths:
                         you are probably not your
                         target audience
                         neither is your boss
                         and you probably don’t know
                         as much about your target
                         market as you should

                         (but don’t worry, no one else
                         does either)


Friday, March 20, 2009
Know your Audience
                User Segmentation:
                break users into manageable chunks
                demographics: gender, age,
                education, income, etc.
                consider attitudes toward technology
                and lifestyle:
                how much time using computers,
                online activities, enjoy technology, etc.
                look at server logs and customer data
                listen everywhere: forums, Twitter,
                blogs, Facebook

Friday, March 20, 2009
Know your Audience
                With a grasp on who your
                audience is, you can begin user
                testing to confirm your
                assumptions
                         contextual inquiry:
                         on-site observation
                         card sorting (tests labeling
                         and subject matter)
                         usability testing:
                         test task flows, wireframes,
                         prototypes, live sites

Friday, March 20, 2009
these various elements.


                                                                       Concrete                                                   Completion
                 Web as software interface


                                                                                           Visual Design
                 Visual Design: graphic treatment of interface
                 elements (the quot;lookquot; in quot;look-and-feelquot;)



          Now let’s put
                 Interface Design: as in traditional HCI:
                 design of interface elements to facilitate
                                                                                       Interface Design Navigation Design
                 user interaction with functionality
                                                                                      Information Design
                 Information Design: in the Tuftean sense:

          everything
                 designing the presentation of information
                 to facilitate understanding


          together                                                                     Interaction Information
                 Interaction Design: development of




                                                                                                                                        time
                                                                                       Design     Architecture
                 application flows to facilitate user tasks,
                 defining how the user interacts with
                 site functionality
          how to create those
                                                                                      Functional      Content
             Functional Specifications: quot;feature setquot;:
          satisfying experiences
             detailed descriptions of functionality the site
                                                                                  Specifications Requirements
             must include in order to meet user needs
          (inUser Needs: externally derived goals
              5 slides)
                                                                                               User Needs
                 for the site; identified through user research,
                 ethno/techno/psychographics, etc.

                                                                                         Site Objectives
                 Site Objectives: business, creative, or other
                 internally derived goals for the site
                 task-oriented                                         Abstract                                                   Conception

                          This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arisin
                          that may influence decisions during user experience development. Also, this model does not describe a development pr
                          user experience development team. Rather, it seeks to define the key considerations that go into the development of us
Friday, March 20, 2009
Understand Heuristics
                Guidelines used to review existing software and guide
                design of new systems
                source: UseIt.com




               Visibility of        Recognition,         Helpful
             system status           not Recall      Error Messages


Friday, March 20, 2009
Use Patterns & Components
                Don’t reinvent the wheel:
                         Patterns and Components can be your best friend
                         Reduce your ability to screw up tried and true
                         interactions




Friday, March 20, 2009
Sweat the Details

                Think of all touch-points, not
                just primary tasks:
                         site registration
                         error messages
                         wish lists
                         shipping confirmations
                         email support



Friday, March 20, 2009
Plan for Mistakes
                People will use your system differently than you assume
                Poka Yoke: forcing functions limit harm or damage




                web examples: inline validation, no Clear buttons, etc.




Friday, March 20, 2009
Usability is an Ideal

                baseline usability to tasks you
                defined at beginning, not arbitrary
                myth (fold, # of links)
                don’t be penny-wise and pound
                foolish with usability
                (neatly aligned form labels in a
                useless form)
                stark difference between usable
                and simple
                some tasks will always be difficult

Friday, March 20, 2009
After the Launch

                Your job’s not over yet:
                         continue to assess usability
                         use server logs to confirm people are using the site
                         like you expected
                         continue monitoring the groundswell:
                         twitter, blogs, forums, etc.




Friday, March 20, 2009
Interested in learning more?

                University of Maryland
                PSYC 309V:    The Psychology of Video Games and Entertainment
                PSYC 444:     Cyberpsychology: An Introduction to the Psychology of HCI
                CMSC 434:     Introduction to Human-Computer Interaction

                UMBC
                IS 303   Human Factors in Computer System Design
                IS 387   Web Content Development
                IS 403   User Interface Design

                and many more...



Friday, March 20, 2009
Useful Sources




Friday, March 20, 2009
Thank you

                Thanks for your time and your attention.

                Chris Avore
                avore@erova.com | www.erova.com
                provide feedback on this talk at SpeakerRate
                download this presentation at SlideShare




Friday, March 20, 2009

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User-Centered Interaction Design

  • 1. User-Centered Interaction Design understanding human factors and design fundamentals to create satisfying experiences by Chris Avore, Erova Studios LLC March 20, 2009 Friday, March 20, 2009
  • 2. Today’s Discussion who I am and how I got here (I’ll be brief, trust me) introduction to User Centered Interaction Design understand how people interact with systems how to understand your audience how to design for your audience next steps: academic and career paths in UCD/IxD Friday, March 20, 2009
  • 3. Who am I? Chris Avore User Experience pro Erova Studios LLC Strange obsession with English Bulldogs Friday, March 20, 2009
  • 4. How’d I get here? BA: English UMD, 1998 studied multimedia & web design Graduate study at UMBC, 2007 human factors & human-computer interaction Freelance since 1999, completed over 50 jobs clients include National Geographic, Amazon, Blockbuster, Kodak, Smithsonian, more Friday, March 20, 2009
  • 5. So what is User-Centered Interaction Design? Interaction Design (IXD) defines the structure and behavior of interactive products and services. Interaction Designers create compelling relationships between people and the interactive systems they use, from computers to mobile devices to appliances. Interaction Designers lay the groundwork for intangible experiences. from the Interaction Design Association Friday, March 20, 2009
  • 6. In other words... Interaction designers strive to create useful and usable products and services. Friday, March 20, 2009
  • 7. User-Centered means what? The systems we design are balanced between: user goals business objectives technological capabilities and involve user feedback & research throughout the entire design and development process Friday, March 20, 2009
  • 8. So let’s talk about users. Fundamental information can shape everything: how people work how people think and how people live Friday, March 20, 2009
  • 9. How People Work: Human Factors Ergonomics how human beings design of equipment interact with to reduce operator technology fatigue, discomfort and injury how technology affects human science of designing performance equipment to better fit the human body Friday, March 20, 2009
  • 10. How People Work: Human Factors Perceived Affordance: assumable use (knobs, buttons) Visible Constraints: electric plugs, firearm safety locks Causality: blame/credit, feedback Mapping: possible relationships Fitts’s Law: pointing & acquiring targets Friday, March 20, 2009
  • 11. How People Work: Ergonomics Friday, March 20, 2009
  • 12. How People Think Cognitive Psychology: memory (short & long term) mental models aesthetics/ appreciation GOMS/KLM Friday, March 20, 2009
  • 13. How People Live Ethnography observational technique rooted in sociology and anthropology immerses an individual researcher or research team in the everyday activities of an organization or society Friday, March 20, 2009
  • 14. That’s our foundation. Now let’s get specific. Friday, March 20, 2009
  • 15. Know your Audience unfortunate, likely truths: you are probably not your target audience neither is your boss and you probably don’t know as much about your target market as you should (but don’t worry, no one else does either) Friday, March 20, 2009
  • 16. Know your Audience User Segmentation: break users into manageable chunks demographics: gender, age, education, income, etc. consider attitudes toward technology and lifestyle: how much time using computers, online activities, enjoy technology, etc. look at server logs and customer data listen everywhere: forums, Twitter, blogs, Facebook Friday, March 20, 2009
  • 17. Know your Audience With a grasp on who your audience is, you can begin user testing to confirm your assumptions contextual inquiry: on-site observation card sorting (tests labeling and subject matter) usability testing: test task flows, wireframes, prototypes, live sites Friday, March 20, 2009
  • 18. these various elements. Concrete Completion Web as software interface Visual Design Visual Design: graphic treatment of interface elements (the quot;lookquot; in quot;look-and-feelquot;) Now let’s put Interface Design: as in traditional HCI: design of interface elements to facilitate Interface Design Navigation Design user interaction with functionality Information Design Information Design: in the Tuftean sense: everything designing the presentation of information to facilitate understanding together Interaction Information Interaction Design: development of time Design Architecture application flows to facilitate user tasks, defining how the user interacts with site functionality how to create those Functional Content Functional Specifications: quot;feature setquot;: satisfying experiences detailed descriptions of functionality the site Specifications Requirements must include in order to meet user needs (inUser Needs: externally derived goals 5 slides) User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arisin that may influence decisions during user experience development. Also, this model does not describe a development pr user experience development team. Rather, it seeks to define the key considerations that go into the development of us Friday, March 20, 2009
  • 19. Understand Heuristics Guidelines used to review existing software and guide design of new systems source: UseIt.com Visibility of Recognition, Helpful system status not Recall Error Messages Friday, March 20, 2009
  • 20. Use Patterns & Components Don’t reinvent the wheel: Patterns and Components can be your best friend Reduce your ability to screw up tried and true interactions Friday, March 20, 2009
  • 21. Sweat the Details Think of all touch-points, not just primary tasks: site registration error messages wish lists shipping confirmations email support Friday, March 20, 2009
  • 22. Plan for Mistakes People will use your system differently than you assume Poka Yoke: forcing functions limit harm or damage web examples: inline validation, no Clear buttons, etc. Friday, March 20, 2009
  • 23. Usability is an Ideal baseline usability to tasks you defined at beginning, not arbitrary myth (fold, # of links) don’t be penny-wise and pound foolish with usability (neatly aligned form labels in a useless form) stark difference between usable and simple some tasks will always be difficult Friday, March 20, 2009
  • 24. After the Launch Your job’s not over yet: continue to assess usability use server logs to confirm people are using the site like you expected continue monitoring the groundswell: twitter, blogs, forums, etc. Friday, March 20, 2009
  • 25. Interested in learning more? University of Maryland PSYC 309V: The Psychology of Video Games and Entertainment PSYC 444: Cyberpsychology: An Introduction to the Psychology of HCI CMSC 434: Introduction to Human-Computer Interaction UMBC IS 303 Human Factors in Computer System Design IS 387 Web Content Development IS 403 User Interface Design and many more... Friday, March 20, 2009
  • 27. Thank you Thanks for your time and your attention. Chris Avore avore@erova.com | www.erova.com provide feedback on this talk at SpeakerRate download this presentation at SlideShare Friday, March 20, 2009

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