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Mario Čagalj University of Split 2013/2014. Human-Computer Interaction (HCI)
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Human-Computer Interaction (HCI)

Jan 19, 2016

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Human-Computer Interaction (HCI). Mario Č agalj University of Split 2013/2014. User Centered Design and Prototyping. Why user-centered design is important Prototyping and user centered design Prototyping methods. System Centered Design. What can I easily build on this platform? - PowerPoint PPT Presentation
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Page 1: Human-Computer Interaction (HCI)

Mario Čagalj

University of Split

2013/2014.

Human-Computer Interaction (HCI)

Page 2: Human-Computer Interaction (HCI)

User Centered Design and Prototyping

Why user-centered design is importantPrototyping and user centered designPrototyping methods

Page 3: Human-Computer Interaction (HCI)

System Centered DesignWhat can I easily build on this platform?What can I create from the available tools?What do I as a programmer find interesting?

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User Involvment is Central In US 250 billion dollars is spent every year on 175 000 IT projects (2005) 365 IT companies with 8380 IT projects were analyzed in 1995 (CHAOS Report

by Standish Group) 31.1% of the projects were cancelled 52.7% were performed with changing plans 16.2% were performed according to a plan

on average, the cost of changing plans increased with 189% 81 billion dollars spent on projects that never leads to any results

Involving the user in all stages of the design cycle crucial Managers: “Takes too long and will increase timescales.” Your answer: “It is not about time, it is about allocating time differently, and usability

should be seen as an investment not an expense”

4http://usability.dlmu.edu.cn/sesun2-lecture/051019-Funda-User-Centered%20Systems%20Design_en.pdf

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User Centered System DesignDesign is based upon a user’s

abilities and real needs contextworktasksneed for usable and useful product

End-users influence how a design takes shape at each stage of the design process

Golden rule of interface design: Know The User

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User Centered Design (UCD) UCD is a philosophy and a process that place users at the centre of the

product’s design and development life cycle (ISO 13407 standard)

Why do you need it? UCD can improve the usability and usefulness of everything

from software to information systems to processes, anything with which people interact. UCD seeks to answer questions about users and their tasks and goals

then use the findings to drive development and design.6

http://www.uxconsulting.com.sg/services/user-centered-design-ucd-consultancy

Note:Google UCD

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Participatory Design An approach to design attempting to actively involve all stakeholders (e.g.

employees, partners, customers, citizens, end users) in the design process to help ensure the product designed meets their needs and is usable

Participants (potential or future) are invited to cooperate with designers, researchers and developers during an innovation process they participate during several stages of an innovation process:

they participate during the initial exploration and problem definition both to help define the problem and to focus ideas for solution,

and during development, they help evaluate proposed solutions.

Emerged in Scandinavia

http://en.wikipedia.org/wiki/Participatory_design7

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Participatory Design is User-DesignParticipatory design can be seen as a move of end-users into the

world of researchers and developersThere is a very significant differentiation between user-design

and user-centered designuser-centered design suggests that users are taken as centers in the design

process, consulting with users heavily, but not allowing users to make the decisions, nor empowering users with the tools that the experts use

Example: WikipediaWikipedia content is user-designed

users are given the necessary tools to make their own entriesWikipedia's underlying wiki software is based on user-centered design:

while users are allowed to propose changes or have input on the design, a smaller and more specialized group decide about features and system design.

http://en.wikipedia.org/wiki/Participatory_design8

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Participatory DesignProblem

intuitions wronginterviews etc not precisedesigner cannot know the user sufficiently well to answer all

issues that come up during the designSolution

Designers should have access to representative usersEND users, not their managers or union representatives!

The user is just

like me

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Participatory DesignUsers are 1st class members in the design process

active collaborators vs passive participants

Users considered subject matter experts know all about the work context

Iterative processall design stages subject to revision

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Participatory DesignUp side

users are excellent at reacting to suggested system designsdesigns must be concrete and visible

users bring in important “folk” knowledge of work contextknowledge may be otherwise inaccessible to design team

greater buy-in for the system often resultsDown side

hard to get a good pool of end usersexpensive, reluctance ...

users are not expert designersdon’t expect them to come up with design ideas from scratch

the user is not always rightdon’t expect them to know what they want 11

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How to Involve Users in Design?

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Methods for involving the userAt the very least, talk to users

surprising how many designers don’t!

Contextual interviews + site visitsinterview users in their workplace, as they are doing their jobdiscover user’s culture, requirements, expectations,…

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Methods for involving the userExplain designs

describe what you’re going to doget input at all design stages

all designs subject to revision

Important to have visuals and/or demospeople react far differently with verbal explanationsthis is why prototypes are critical

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Why prototypes?Get feedback earlier and cheaper

Experiment with alternativesto resolve a hard design decitions

Easier to change or throw awayimportant not to commit strongly to design ideascreative freedomis this the case with 1k lines of code?

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Prototype fidelityHow similar is it to the finished interface

Low fidelityomits details

High fidelitylooks like finished product (could impede a tester)

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Sketching and PrototypingEarly design

Late design

Brainstorm different representations

Choose a representation

Rough out interface style

Sketches & low fidelity paper prototypes

Task centered walkthrough and redesign

Fine tune interface, screen design

Heuristic evaluation and redesign

Usability testing and redesign

Medium fidelity prototypes

Limited field testing

Alpha/Beta tests

High fidelity prototypes

Working systems

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Sketches & Low Fidelity PrototypesPaper mock-up of the interface look, feel, functionality

quick and cheap to prepare and modify

Purposebrainstorm competing representationselicit user reactionselicit user modifications / suggestions

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Sketchesdrawing of the outward appearance of the intended systemcrudity means people concentrate on high level conceptsbut hard to envision a dialog’s progression

Computer Telephone

Last Name:

First Name:

Phone:

Place Call Help

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The attributes of sketches Quick

to make

Timely provided when needed

Disposable investment in the concept, not the

execution

Plentiful they make sense in a collection or series of

ideas

Clear vocabulary rendering & style indicates it’s a sketch, not

an implementation

Constrained resolution doesn’t inhibit concept exploration

Consistency with state refinement of rendering matches the

actual state of development of the concept

Suggest & explore rather than confirm value lies in suggesting and provoking

what could be i.e., they are the catalyst to conversation and interaction

From Design for the Wild, Bill Buxton (in press) with permission22

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Storyboardinga series of key frames as sketches

originally from film; used to get the idea of a scenesnapshots of the interface at particular points in the interaction

users can evaluate quickly the direction the interface is heading

Excerpts from Disney’s Robin Hood storyboard, www.animaart.com/Cellar/disneyart/90robin%20storyboard.jpg.html23

Note:Phone example

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From www.michaelborkowski.com/storyboards/images/big_bigguy1.gif

note how each scene in this storyboard is annotated

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Scan the stroller ->

Change the color ->

Place the order ->

Initial screen

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Scan the shirt ->

Touch previous item ->

Delete that item->

Alternatepath…

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Tutorials as Storyboardsa step by step storyboard walkthrough with detailed

explanationswritten in advance of the system implementationalso serves as an interface specification for programmers

Apple’s Tutorial Guide to the Macintosh Finder

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Paper prototypesInteractive paper mockup

sketches of screen appearancepaper pieces show windows, menus, dialogs

Interaction is naturalpointing with the finger = mouse clickwriting = typing

A person simulates the computer’s operation

Low fidelity in “look and feel”High fidelity in depth (person simulated backend)Fast, easy to change, focus on a big picture,

nonprogrammers can help28

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Examples http://www.youtube.com/watch?v=J_mtKPPLi7M

http://www.youtube.com/watch?v=Bq1rkVTZLtU&feature=related

http://www.youtube.com/watch?v=_g4GGtJ8NCY&feature=related

http://www.youtube.com/watch?v=tPau6ihov3E&feature=related

http://www.youtube.com/watch?v=GrV2SZuRPv0

http://www.youtube.com/watch?v=k-9pkB05IlQ&feature=related

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What you can learn from paper prototypesConceptual model

does the user have a good one?Functionality

does it do what is needed? missing features?Navigation and task flow

can users find their way around?Terminology

are labels understandable?Many other usability problems (screen too dense)

Several studies have shown low-fi protos identify sustantially the same usability problems as hi-fi protos!

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What you can’t learnLook: color, font, whitespace etc.Feel: Fitts’ law issuesResponse timeAre small changes noticed?

e.g., meesages in the status bar, the highlight change, the cursor change

they are with a paper prototype

Exlopration vs. deliberationtesters are more deliberate with paper prototypesthey don’t explore or thrash as much

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Medium fidelity prototypesPrototyping with a computer

simulate some but not all features of the interface engaging for end users

Purposeprovides sophisticated but limited scenario for the user to trycan test more subtle design issues

Dangersuser’s reactions often “in the small”users reluctant to challenge designerusers reluctant to touch the designmanagement may think its real!

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Examples http://www.youtube.com/watch?v=yQ80znZXH7o

http://www.youtube.com/watch?v=kf5hc2vqe4I&NR=1

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Limiting prototype functionalityVertical prototypes

includes in-depth functionality for only a few selected features common design ideas can be tested in depth

Horizontal prototypes the entire surface interface with no underlying functionality a simulation; no real work can be performed

Scenario scripts of particular fixed uses of the system; no deviation allowed

Vertical prototype

Scenario

Horizontal prototype

Full interface

Nielsen, J. (1993) Usability Engineering, p93-101, Academic Press.

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Wizard of Oz

A method of testing a system that does not exist the listening typewriter, IBM 1984

Dear Henry

What the user sees

SpeechComputer

From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983.

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Wizard of Oz

A method of testing a system that does not exist the listening typewriter, IBM 1984

What the user sees The wizard

SpeechComputer

Dear Henry

Dear Henry

From Gould, Conti & Hovanvecz, Comm ACM 26(4) 1983.

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Wizard of OzHuman ‘wizard’ simulates system response

interprets user input according to an algorithmcontrols computer to simulate appropriate outputuses real or mock interfacewizard sometimes visible, sometimes hidden

“pay no attention to the man behind the curtain!”

good for:adding simulated and complex vertical functionalitytesting futuristic ideas

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What you now knowUser centered + participatory design

based upon a user’s real needs, tasks, and work contextbring end-user in as a first class citizen into the design process

Prototypingallows users to react to the design and suggest changes sketching / low-fidelity vs medium-fidelity

Prototyping methods vertical, horizontal and scenario prototypingsketches, storyboarding, pictivescripted simulations, Wizard of Oz

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Articulate:•who users are•their key tasks

User and task descriptions

Goals:

Methods:

Products:

Brainstorm designs

Task-centered system design

Participatory design

User-centered design

Evaluate

Psychology of everyday things

User involvement

Representation & metaphors

low fidelity prototyping methods

Throw-away paper prototypes

Participatory interaction

Task scenario walk-through

Refined designs

Graphical screen design

Interface guidelines

Style guides

high fidelity prototyping methods

Testable prototypes

Usability testing

Heuristic evaluation

Completed designs

Alpha/beta systems or complete specification

Field testing

An interface design process and usability engineering